Grodair

Grodair

Creature 5

Perception +13; darkvision

Languages Aquan, Sylvan

Skills Athletics +13, Nature +13, Survival +11

Str +4, Dex +2, Con +4, Int +1, Wis +2, Cha +2

AC 20; Fort +15, Ref +9, Will +11

HP 88

Death Flood (conjuration, 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 basic Reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).

Speed 25 feet, swim 50 feet

Melee jaws +15, Damage 2d8+7 piercing

Melee tentacle +15, Damage 1d10+7 bludgeoning plus Knockdown

Ranged water jet +13 (range increment 60 feet), Damage 3d6 bludgeoning plus Push 10 feet

Primal Innate Spells DC 22; 5th 

Muddy Field (primal, transmutation, 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 (conjuration, 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.