Library / Bestiary

Grodair

CR 5.00 Magical Beast CN Medium HD 7
Several water-dripping tentacles sprout from this four-eyed fish's belly, while long fins protrude from its back.

A grodair is a bloated aquatic creature from the primal world of the fey. The bulbous sac on its spine is an extradimensional space that can contain thousands of gallons of water. The creature drains water (including small bits of debris and even very small creatures) from one place and releases it in another, typically creating boggy areas as it moves so it can travel more quickly than its tentacles can carry it. A grodair can rise up to 6 feet on its tentacles, measures 7 feet long, and weighs about 400 pounds.

A grodair is intelligent, but extremely absentminded and careless. Its memory is poor, and it has difficulty remembering things it was told even 5 minutes prior—though it can recall some events of the distant past with perfect (and often frustrating) clarity.

HP
66 (7d10+28)
AC
16, touch 9, flat-footed 16 (-1 Dex, +7 natural)
Init
-1
Speed
30 ft., swim 60 ft.
Fort
+11
Ref
+4
Will
+5
BAB
+7
CMB
+11
CMD
20 (24 vs. trip)
Melee
bite +11 (1d8+4), 2 tentacles +6 (1d4+2 plus trip)
Ranged
water blast +7 touch (1d8 plus push)
str
18
+4
dex
8
-1
con
19
+4
int
12
+1
wis
13
+1
cha
15
+2

Death Flood — 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.

push (water blast, 5 ft.)

amphibious

Muddy Field — 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.

Universal Monster Rules

Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Push (water blast, 5 ft.) Ex from Universal Monster Rule
A creature with the push ability can choose to make a free combat maneuver check with a particular successful attack (often a slam attack). If successful, this check pushes an opponent directly away as with a bull rush, but the distance moved is set by this ability. The type of attack that causes the push and the distance pushed are included in the creature's description. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.
Trip (tentacles) Ex from Universal Monster Rule
A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Special Abilities

Death Flood from text
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.
Muddy Field from text
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.

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Weapon Focus (water blast) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Knowledge (nature) +8, Survival +8, Swim +22

spell-like abilities:
At will—Control Water
Details
Type
Magical Beast
Alignment
CN
Size
Medium
Environment
any water or coastlines
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., low-light vision; Perception +1
Languages
Aquan, Sylvan
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
5 House/Core
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Control Water (Spell) — core content under OGL 1.0a
View references and cross-links for Grodair

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.