OlobigondeCreature 2
Source Pathfinder Rage of Elements
Perception +7 (scent (imprecise) 60 feet)
Languages none
Skills Athletics +10, Stealth +9, Survival +7
Str +3, Dex +1, Con +4, Int -4, Wis +1, Cha -5
AC 17; Fort +10; Reflex +7; Will +5;
HP 38
Speed 5 feet (swim 30 feet)
Jaws
+11 (+6, +1) to hit (unarmed) 1d8+3 PiercingCamouflage
An olobigonde can [/act hide] in aquatic environments even if it doesn't have cover. However, there must be plants, debris, a seabed, or other objects for it to camouflage itself, not just open water.
Ambush
Trigger A target creature passes within 20 feet of the olobigonde's hiding place and has not detected the olobigonde
Effect The olobigonde lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is Off-Guard to this attack.
Decomposing Toxin (poison)A living creature struck by an olobigonde's jaws Strike must succeed at a DC 15 fortitude save or become Enfeebled 1 and take 1d6 poison,persistent damage (or Enfeebled 2 with 2d6 poison,persistent damage on a critical failure). The enfeebled condition ends when the persistent damage does. A creature currently affected by decomposing toxin doesn't need to save again.
Reactive Grab
Trigger A creature within the olobigonde's reach leaves a square during a move action it's using
Requirements The olobigonde doesn't have a creature Grabbed
Effect The olobigonde attempts to Grapple the triggering creature with its jaws. On a success, the target also takes 3 piercing damage (doubled on a critical success).
Though the Plane of Water is mostly liquid, it does contain its share of solid material, whether in the form of free-floating aquatic plants, hunks of coral, or even detritus from lost underwater cities. Flotsam and jetsam collect across the plane, and olobigondes are just one of the many creatures that have evolved to live among and consume this detritus. These flat, round fish are covered in a moss-like skin that makes them exceptionally difficult to spot as they hug the sides of flotsam, feeding off the waste that drifts into their wide, open mouths.
While olobigondes are primarily detritivores, they've been known to lie in wait within a forest of kelp or against a mossy stone to ambush smaller creatures, such as water scamps or lone passing merfolk. The fish launch themselves from their hiding spot to take large bites out of their surprised prey, then grab the victim as it tries to flee. Despite their size and ungainly shape, olobigondes can move quickly in water, though their bursts of speed are usually short-lived. In addition to maintaining a firm hold on prey, olobigondes' mouths are filled with a unique toxin that weakens and decomposes living flesh. The hungry fish easily gulp down the resulting slurry.
Ancient olobigondes grow truly immense, and their outward appearance evolves. There seems to be no limit to their size. Their skin even separates into plates with deep channels where water can accumulate, giving them the appearance of an entire patch of detritus rather than one piece.
Alchemists who travel the planes have discovered how readily an olobigonde's toxin can decompose flesh, and some have discovered ways to incorporate it into their creations. An olobigonde's corpse yields approximately 1 gp worth of raw materials when harvested with a successful @Check[crafting|dc:16] or Survival check (2 gp worth on a critical success). This material can be used only to craft alchemical bombs with the poison trait.
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.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
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.