Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder Second Edition

Compendium

Type to search for a spell, item, class — anything!

Advertisement Create a free account

Grodair

Ready to play? Build unlimited Pathfinder 2e characters Create Now

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.

Attributes

Grodair

Creature 5

CNMediumAmphibious, Beast, Fey, Water
  • Perception13; darkvision
  • LanguagesAquan, Sylvan
  • Skills athletics 13 nature 13 survival 11
  • Str4Dex2Con4Int 1Wis2Cha2
  • AC 20 Fort15Ref9Will11
  • HP 88
  • Death Flood When a grodair dies, its body explodes in a blast of pressurized water that deals 4d6 (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).
  • Speed25 feet, swim 50 feet
  • Melee jaws 15 Damage2d8+7 piercing tentacle 15 Damage1d10+7 bludgeoning plus Knockdown
  • Ranged water jet 13 (range increment 60 feet) (range 60)Damage3d6 bludgeoning
  • 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.
  • 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.
  • Primal Innate Spells DC 22; 5th control water