Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Fast Swallow
Circumstance: Trigger: The minchgorm Grabs a creature in its jaws;
Trigger: The minchgorm Grabs a creature in its jaws; Effect The minchgorm uses Swallow Whole.
Ability
Primal Innate Spells
DC 40; 9th hydraulic torrent; 5th control water (×3); Constant (5th) tongues
Ability
Riptide
(conjuration, primal, water) Tentacles of water rise up and attempt to Grapple all enemies within 15 feet of the minchgorm. The minchgorm attempts an Athletics check against the Fortitude DC of each creature in the area. On a success, the creature is grabbed (Escape DC 40). On a critical success, or a success against a creature that is already grabbed, the target begins to drown.
Ability
Swallow Whole
Large, 3d10+16 bludgeoning, Rupture 36
Ability
Watery Simulacra
(concentrate, conjuration, primal, water) The minchgorm raises up to eight figures from nearby water, each appearing in an empty space within 60 feet of the minchgorm. A simulacrum can take any shape of size Medium or smaller that the minchgorm desires, including that of a specific individual or object, but is always plainly made of water. The minchgorm can speak, cast spells, and use its senses through its simulacra, spending actions for a simulacrum on a one-for-one basis. By using a single action with the concentrate trait, the minchgorm can cause any number of simulacra to Fly, Step, Stride, or Swim up to 60 feet. A simulacrum uses the minchgorm's AC and saving throws and has 30 Hit Points. A minchgorm can have up to eight simulacra in existence at once. Simulacra dissolve immediately when more than 60 feet from the minchgorm, or if the minchgorm dies or falls unconscious. The minchgorm can dismiss any number of its simulacra as a free action.
Offense
Melee
Circumstance: combat round (melee)
jaws +37 [+32/+27] (magical, reach 10 feet), Damage 3d10+16 piercing plus Improved Grab
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
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
Aklo
Aquan
Common
tongues (can speak only through simulacra)
Perception
darkvision
wavesense (imprecise) 100 feet
Resistance
fire 15
Weakness
cold iron 15