Size:
Huge
Type:
Magical Beast
Form:
serpentine
Temper:
inquisitive
, reclusive
# App:
1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
lurker
Ground:
± 20 ft.
Climb/Arboreal:
Flight:
± 20 ft. (clumsy)
Swim:
± 50 ft.
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 1e
Special
Elusive (Su)
Water orms are rarely discovered except by their own choice. As a full-round action while in water, a water orm can move up to its run speed (200 ft.) without leaving any trace of its passage (identical in effect to pass without trace). An elusive water orm gains a +40 circumstance bonus to its Stealth check. In addition, when not in combat, a water orm is considered to be under the effects of a nondetection spell. These effects function at caster level 20th and cannot be dispelled.
Special
Water Travel (Su)
As a full-round action once per day, a water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water that looks similar to the passage of a school of fish when viewed from above the water. While in this form, the water orm swims at a speed of 600 feet per round (60 mph) and gains a +40 bonus on all Swim checks. It cannot attack or take any action other than swimming in this form, and can remain in this form for up to 8 hours at a time. A water orm can revert to its solid form from this state as a free action. Water orms are unable to pass into or through salt water when using this ability.
Action
Feat 1
Improved Critical (bite)
Action
Feat 2
Improved Initiative
Action
Feat 3
Improved Iron Will
Action
Feat 4
Iron Will
Action
Feat 5
Lightning Reflexes
Action
Feat 6
Power Attack
Action
Feat 7
Skill Focus (Stealth)
Action
Melee 1
bite +19 (4d6+8/19-20 plus grab)
Action
Melee 2
tail slap +14 (2d8+4)
Treasure
none
Environments
any lakes
Actions/Abilities/Traits: Pathfinder 1e