The Great FloodCreature 20
Source Pathfinder Lost Omens Tian Xia World Guide
Perception +39 (darkvision, scent (imprecise) 120 feet)
Languages Draconic, Petran, Thalassic, Tien
Skills Athletics +38, Deception +33, Diplomacy +33, Intimidation +38, Nature +31, Performance +29, Society +33
Str +10, Dex +8, Con +9, Int +7, Wis +5, Cha +5
AC 44; Fort +37; Reflex +32; Will +33;
HP 472
Speed 40 feet (swim 80 feet)
Immunities disease, poison
Weaknesses Mental 20
Resistances Fire 20
Jaws
+40 (+35, +30) to hit (reach 15, unarmed) 4d8+20 PiercingTail
+40 (+36, +32) to hit (agile, reach 15) 3d6+20 BludgeoningBreath
+39 (+34, +29) to hit 4d12 PoisonScent (Imprecise) 120 feet
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Bitter Breath (aura, disease, poison)90 feet.
If a creature ends its turn in the aura, it's exposed to the Great Flood's flood breath disease.
Coordinated ActionsThe Great Flood's multiple heads allow them to act on two separate initiatives, rolling initiative twice and acting on both results. They can't Delay. At the start of each of their turns, they gain 2 actions (see Multiple Reactions below for reactions). Any ability that would sever one of the Great Flood's heads doesn't cause the Great Flood to die if they still have at least one head, but it does cause them to lose the additional reaction granted by the severed head.
DarkvisionA monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-rank Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Leading Head
Multiple ReactionsThe Great Flood gains an extra reaction per round for each of its nine heads, which they can use only to make Reactive Strikes with their jaws. They can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within the Great Flood's reach, and they gain reactions on only their first turn each round.
Reactive Strike
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Flood Breath (disease, poison)Saving Throw DC 42 fortitude
Stage 1 Drained 1 (1 day)
Stage 2 Drained 2 (1 day)
Stage 3 drained 2 and Doomed 1 (1 day)
Stage 4 You die and your body collapses, releasing a cloud of toxin. Any creature within 10 feet of your death is exposed to flood breath (1 day)
Great Wave
(water)Frequency once per day
Effect The Great Flood gathers all nearby water and floods a mile burst. Any creature in the area must succeed at a DC 42 reflex save or be moved up to 60 feet in a direction of the Great Flood's choice. The area remains flooded with 30-foot-deep water for 1 hour or until the Great Flood dies, then drains naturally.
Nine-Jawed Frenzy
Requirements It's the Great Flood's second turn in the round (see Coordinated Actions)
Effect The Great Flood Strides or Swims twice, moving through smaller creatures' spaces freely. Each creature they move through or are adjacent to takes (4d8+20) piercing damage (DC 42 reflex save). Creatures that fail the save are also exposed to flood breath.
There are few creatures capable of such ecological destruction while staying as humorous and lighthearted as the Great Flood. The Great Flood towers with their giant serpent body and nine humanoid heads, each one with a different personality, though all serve the same purpose—to vanquish all signs of life that shouldn't be where they are. This creature intends to maintain the balance of the universe, ensuring that nothing takes up more space than necessary. Unfortunately, the judgment of where someone or something should be is only seen and weighed by the 18 eyes of the Great Flood, with little regard to mortal input.
The Great Flood is an immortal, or at least ageless, being who hibernates for 12 years at a stretch. On the thirteenth year, they emerge from the depths of the oceans and begin weighing the state of the world and the environments closest to their resting place: should the first thing they see on dry land be destroyed? Each of the Great Flood's nine heads lends their thoughts and insights to this deliberation, and upon reaching a consensus, they'll either carry on to the next location or they'll drown the land, immersing miles of dry land in salty waters from the ocean. In instances where they perceive the excess life as particularly problematic, they'll even decide to poison the waters with their bitter breath to ensure that nothing survives the judgment they've decreed. The Great Flood, despite its inherently destructive nature, isn't actually bloodthirsty and will often afford an opportunity for poor townsfolk to state their case and beg for the lives of their town to be saved. While the Great Flood has the capacity for mercy and consideration, the godlike creature stands adamant once they've made their decision. One or two of the heads might feel a twinge of guilt and tell a small joke to the townsfolk, relieving themselves of the mental pressure, before murdering an entire village.
The nine personalities of the serpentine creature often run into contention with each other. One is a perfectionist, while another is aloof; one is assertive, while another is playful; one is capricious, while another is suspicious; one is ambitious, while the other is a people pleaser. The last one is quiet and secretive, only ever whispering to the heads closest to them. Though the heads squabble like siblings, they eventually always make a compromise.
Traits
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.
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.