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 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 effects: null failure: null frequency: null full_description: null generic_description: 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 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 immunities: null items: null knowledge_checks: dc: 20 skills: - Arcana - Nature languages: - Aquan - Sylvan level: 5 melee: - action_cost: One Action damage: formula: 2d8+7 type: piercing name: jaws plus_damage: null to_hit: 15 traits: null - action_cost: One Action damage: formula: 1d10+7 type: bludgeoning name: tentacle plus_damage: - formula: null type: Knockdown to_hit: 15 traits: null name: Grodair perception: 13 proactive_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 effects: null failure: null frequency: null full_description: null generic_description: null name: Muddy Field range: null raw_description: '**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.' requirements: 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 effects: null failure: null frequency: null full_description: null generic_description: null name: Organ of Endless Water range: null raw_description: '**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.' requirements: null success: null traits: - conjuration - manipulate - primal - water trigger: null ranged: - action_cost: One Action damage: formula: 3d6 type: bludgeoning name: water jet plus_damage: - formula: null type: Push 10 feet to_hit: 13 traits: - range increment 60 feet rarity: Common resistances: - amount: null type: '>' ritual_lists: null saves: fort: 15 fort_misc: null misc: null ref: 9 ref_misc: null will: 11 will_misc: null sense_abilities: null senses: - Perception +13 - darkvision size: Medium skills: - bonus: 13 misc: null name: 'Athletics ' - bonus: 13 misc: null name: 'Nature ' - bonus: 11 misc: null name: 'Survival ' source: - abbr: Bestiary 2 page_start: 140 page_stop: null speed: - amount: 25 type: Land - amount: 50 type: swim spell_lists: - dc: 22 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 5 spells: - frequency: null name: control water requirement: null to_hit: null traits: - CN - Medium - Amphibious - Beast - Fey - Water type: Creature weaknesses: null