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Great GrodairCreature 7


UniqueLargeAmphibiousBeastChaoticFeyWater
Source Pathfinder #170: Spoken on the Song Wind
Perception +16 (darkvision)
Languages Common, Fey, Thalassic
Skills Athletics +17, Intimidation +15, Nature +15, Performance +17, Survival +14
Str +5, Dex +1, Con +4, Int +1, Wis +2, Cha +4

AC 23; Fort +18; Reflex +12; Will +14;
HP 130
Speed 25 feet (swim 50 feet)

Jaws One Action +18 (+13, +8) to hit (unarmed) 2d10+9 Piercing
Tentacle One Action +18 (+13, +8) to hit (reach 10, unarmed) 1d12+9 Bludgeoning
Water Jet One Action +16 (+11, +6) to hit 4d6 Bludgeoning

Death Flood (primal, water)

When the great grodair dies, his body explodes in a blast of pressurized water that deals 6d6 bludgeoning damage to creatures within a 15-foot emanation (DC 25 reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).

Muddy Field One Action (primal, water)

The great grodair transforms all soil, sand, or similar sediment in a 10-foot emanation into mud for 1 round. This mud is difficult terrain for creatures other than grodairs.

Organ of Endless Water One Action (manipulate, primal, water)

The great grodair causes water to pour from a magical sac on his spine, either a stream of water at a rate of 1 gallon per round, or a fountain in a 5-foot-long stream at a rate of 5 gallons per round. He can stop the flow of water as a single action.

Knockdown One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Push 10 feet One Action

Requirements The monster's last action was a successful Strike that lists Push in its damage entry


Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.


Primal Spontaneous Spells (DC 25, +15 to hit)

5th Level (1 slots): Control Water



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Fey

Creatures of the First World are called the fey.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.