GrodairCreature 5
Source Pathfinder Monster Core 2
Perception +13 (darkvision)
Languages Fey, Thalassic
Skills Athletics +12, Nature +13, Survival +11
Str +4, Dex +2, Con +4, Int +1, Wis +2, Cha +2
AC 20; Fort +15; Reflex +9; Will +11;
HP 90
Speed 25 feet (swim 50 feet)
Jaws
+15 (+10, +5) to hit (unarmed) 2d8+7 PiercingTentacle
+15 (+10, +5) to hit (unarmed) 1d10+7 BludgeoningWater Jet
+13 (+8, +3) to hit 3d6 BludgeoningDeath Flood (primal, water)
When a grodair dies, its body explodes in a blast of pressurized water that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC 22 reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).
Muddy Field
(primal, water)The 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
(manipulate, primal, water)The grodair causes water to pour from a magical sac on its 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. It can stop the flow of water as a single action.
Push 10 feet
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 Innate Spells (DC 22, +0 to hit)
5th Level: Control Water
Grodairs are bizarre fishlike creature native to the First World. Their supernatural physiology includes a strange organ with an extradimensional space capable of storing thousands of gallons of water. This grants grodairs the ability to create a suitable environment for themselves anywhere by releasing the water, quickly transforming any surrounding land into a shallow bog. When grodairs wish to leave for a new location, they simply suck up all the water back up. When necessary, grodairs can also travel on land by walking upon the tangle of long, fleshy tentacles that dangle from their bellies.
Grodairs have two sets of eyes that function independently. While this makes the creatures difficult to surprise, it also makes them easy to distract. During conversations, they have a tendency to lose focus quickly and have difficulty remembering things. Still, they are avid conversationalists and enjoy hearing tales about the world. While this quality makes grodairs quite likable, they aren't reliable. They have difficulty following plans or schedules, and they can keep a secret only if they happen to forget it first. For these reasons, grodairs don't always make the best allies.
Grodairs are voracious and curious omnivores who love trying new foods-in fact, the pursuit of new and interesting food is the most common reason that they venture out of First World. They can also capture and store within their throats any small animals and plants easily suspended in water, and eject them for consumption at a later time.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AmphibiousAn 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.
BeastA 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.
FeyCreatures of the First World are called the fey.
WaterEffects 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.