Size:
Medium
Type:
Magical Beast
Form:
piscean
Temper:
neutral
# App:
1
Lair:
Diet:
Combat Dice: 0
Hit Points: 12 + 1d6
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: controller
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 tentacles
6 (1d4+2 plus
Action
bite
11 (1d8+4)
Special (Ex)
Water Blast

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Death Flood|Muddy Field|Water Blast
When a grodair is killed, it immediately explodes in a 15-foot-radius burst of highly pressurized water that deals 2d8 bludgeoning damage (Breath save halves). After the explosion, a creature may attempt to recover a cluster of strange organs from the remains. This cluster functions as a decanter of endless water for 2d6 hours, but can only produce a "stream" or "fountain" effect.
Special
|Death Flood|Muddy Field|Water Blast
As a standard action when on sand, soil, or other types of loose earth, a grodair can gush standing water into the area surrounding it. Upon doing so, the land within 15 feet of the grodair is treated as a shallow bog. This water remains as long as the grodair is within 15 feet and wishes to maintain the water. The bog instantly disperses as soon as the grodair is killed or moves out of the area.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Reflexes
Action
Feat 2
Great Fortitude
Action
Feat 3
Iron Will
Action
Feat 4
Weapon Focus (water blast)
Action
Melee 1
bite +11 (1d8+4)
Action
Melee 2
2 tentacles +6 (1d4+2 plus trip)
Action
Ranged 1
water blast +7 touch (1d8 plus push)
Special
At will
control water
Special
Death Flood (Su)
When a grodair is killed, it immediately explodes in a 15-foot-radius burst of highly pressurized water that deals 5d6 points of bludgeoning damage (DC 17 Reflex for half). After the explosion, a successful DC 25 Survival check allows a creature to recover a cluster of strange organs from the remains. This cluster functions as a decanter of endless water for 2d6 hours, but can only produce a "stream" or "fountain" effect. Failing this Survival check by 5 or more causes the cluster to burst, dealing an additional 2d6 points of damage to that creature (no save) and destroying the organs entirely. The save DC is Constitution-based.
Special
Muddy Field (Su)
As a standard action when on sand, soil, or other types of loose earth, a grodair can gush standing water into the area surrounding it. Upon doing so, the land within 15 feet of the grodair is treated as a shallow bog. This water remains as long as the grodair is within 15 feet and wishes to maintain the water. The bog instantly disperses as soon as the grodair is killed or moves out of the area.
Special
Water Blast (Ex)
The grodair's ranged attack is a pressurized blast of water. This attack has a range of 60 feet with no range increment.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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).
Ability
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.
Ability
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.
Ability
Primal Innate Spells
DC 22; 5th control water
Offense
Melee
Circumstance: combat round (melee)
jaws +15 [+10/+5], Damage 2d8+7 piercing
Offense
Ranged
Circumstance: combat round (ranged)
water jet +13 [+8/+3] (range increment 60 feet), Damage 3d6 bludgeoning plus Push 10 feet
Trait
Amphibious
An 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.
Trait
Beast
A 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.
Trait
Fey
Creatures of the First World are called the fey.
Trait
Water
Effects 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 magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Language
Aquan
Sylvan
Perception
darkvision