pathfinder-2-sqlite-MIRROR/data/monsters/grodair.yaml

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ability_mods:
cha_mod: 2
con_mod: 4
dex_mod: 2
int_mod: 1
str_mod: 4
wis_mod: 2
ac: 20
ac_special: null
active_abilities:
- action_cost: One Action
critical_failure: null
critical_success: null
description: 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.
effect: null
failure: null
frequency: null
maximum_duration: null
name: Muddy Field
range: null
raw_description: '**Muddy Field** [One Action] (__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.'
requirements: null
saving_throw: null
stages: null
success: null
traits:
- primal
- transmutation
- water
trigger: null
- action_cost: One Action
critical_failure: null
critical_success: null
description: 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.
effect: null
failure: null
frequency: null
maximum_duration: null
name: Organ of Endless Water
range: null
raw_description: '**Organ of Endless Water** [One Action] (__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.'
requirements: null
saving_throw: null
stages: null
success: null
traits:
- conjuration
- manipulate
- primal
- water
trigger: null
alignment: CN
automatic_abilities:
- action_cost: None
critical_failure: null
critical_success: null
description: 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).
effect: null
failure: null
frequency: null
maximum_duration: null
name: Death Flood
range: null
raw_description: '**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).'
requirements: null
saving_throw: null
stages: null
success: null
traits:
- conjuration
- primal
- water
trigger: null
description: '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.
**__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20
**__Recall Knowledge - Fey__ (__Nature__)**: DC 20'
hp: 88
hp_misc: null
languages:
- Aquan
- Sylvan
level: 5
melee_attacks:
- action_cost: One Action
damage:
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- formula: 2d8+7
type: piercing
name: jaws
to_hit: 15
traits: null
- action_cost: One Action
damage:
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- formula: 1d10+7
type: bludgeoning
- formula: null
type: Knockdown
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name: tentacle
to_hit: 15
traits: null
name: Grodair
perception: 13
ranged_attacks:
- action_cost: One Action
damage:
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- formula: 3d6
type: bludgeoning
- formula: null
type: Push 10 feet
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name: water jet
to_hit: 13
traits:
- range increment 60 feet
saves:
fort: 15
fort_misc: null
misc: null
ref: 9
ref_misc: null
will: 11
will_misc: null
senses:
- darkvision
size: Medium
skills:
- bonus: 13
misc: null
name: Athletics
- bonus: 13
misc: null
name: Nature
- bonus: 11
misc: null
name: Survival
sources:
- abbr: Bestiary 2
page_start: '140'
page_stop: null
speed:
- amount: 25
misc: null
type: Land
- amount: 50
misc: null
type: swim
spell_lists:
- attack_bonus: null
cantrips: null
constants: null
dc: 22
focus_points: null
misc: null
spell_lists:
- level: 5
spells:
- misc: null
name: control water
spells_source: Primal Innate Spells
traits:
- Amphibious
- Beast
- Fey
- Water