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PFS StandardThe Great Flood

There are few creatures capable of such ecological destruction while staying as humorous and lighthearted as the Great Flood. The Great Flood towers with their giant serpent body and nine humanoid heads, each one with a different personality, though all serve the same purpose—to vanquish all signs of life that shouldn't be where they are. This creature intends to maintain the balance of the universe, ensuring that nothing takes up more space than necessary. Unfortunately, the judgment of where someone or something should be is only seen and weighed by the 18 eyes of the Great Flood, with little regard to mortal input.

The Great Flood is an immortal, or at least ageless, being who hibernates for 12 years at a stretch. On the thirteenth year, they emerge from the depths of the oceans and begin weighing the state of the world and the environments closest to their resting place: should the first thing they see on dry land be destroyed? Each of the Great Flood's nine heads lends their thoughts and insights to this deliberation, and upon reaching a consensus, they'll either carry on to the next location or they'll drown the land, immersing miles of dry land in salty waters from the ocean. In instances where they perceive the excess life as particularly problematic, they'll even decide to poison the waters with their bitter breath to ensure that nothing survives the judgment they've decreed. The Great Flood, despite its inherently destructive nature, isn't actually bloodthirsty and will often afford an opportunity for poor townsfolk to state their case and beg for the lives of their town to be saved. While the Great Flood has the capacity for mercy and consideration, the godlike creature stands adamant once they've made their decision. One or two of the heads might feel a twinge of guilt and tell a small joke to the townsfolk, relieving themselves of the mental pressure, before murdering an entire village.

The nine personalities of the serpentine creature often run into contention with each other. One is a perfectionist, while another is aloof; one is assertive, while another is playful; one is capricious, while another is suspicious; one is ambitious, while the other is a people pleaser. The last one is quiet and secretive, only ever whispering to the heads closest to them. Though the heads squabble like siblings, they eventually always make a compromise.

Leading Head

During each of the Great Flood's appearances, one head takes the lead once combat begins, chosen by the GM when initiative is rolled. Whichever head is in the lead grants a different action the Great Flood can use during its first turn each round (see Coordinated Actions).
Aloof—The Flood's Command [one-action] (divine) The aloof head casts a 5th-rank command (Will DC 42).
Ambitious—Claim Position [one-action] (divine) The ambitious head declares a divine position above its station. It gains 100 temporary Hit Points for 1 minute. It also gains a weakness 20 to spirit damage and can't Claim Position again for 1 minute.
Assertive—Rush In [one-action] The Great Flood Swims, then makes a melee Strike.
Capricious—Changing Thoughts [one-action] (concentrate) The capricious head counteracts each mental effect on themself as a 10th-rank effect with a +32 counteract modifier.
People Pleaser—Build Consensus [one-action] (concentrate) The heads discuss and audibly agree on a creature to target. Until they Build Consensus again, their Strikes deal an additional 20 precision damage to that creature.
Perfectionist—Find Fault [one-action] (auditory, concentrate, emotion, linguistic, mental) The perfectionist head criticizes a creature within their aura. The creature must succeed at a DC 42 Will save or take 9d6 persistent mental damage.
Playful—Bad Jokes [one-action] The playful head makes an ill-timed quip about the impermanence of life. They attempt to Demoralize each creature within their aura.
Secretive—Secret Movement [one-action] (concentrate, divine, teleportation) The Great Flood is invisible until the end of their turn and teleports to an open space within their aura.

Recall Knowledge - Beast (Arcana, Nature): DC 50
Unspecific Lore: DC 48
Specific Lore: DC 45

Elite | Normal | Weak
Proficiency without Level

The Great FloodCreature 20

Unique Gargantuan Amphibious Beast 
Source Tian Xia World Guide pg. 285
Perception +39; darkvision, scent (imprecise) 120 feet
Languages Draconic, Petran, Thalassic, Tien
Skills Athletics +38, Deception +33, Diplomacy +33, Intimidation +38, Nature +31, Performance +29, Society +33
Str +10, Dex +8, Con +9, Int +7, Wis +5, Cha +5
AC 44; Fort +37, Ref +32, Will +33
HP 472; Immunities disease, poison; Resistances fire 20; Weaknesses mental 20
Bitter Breath (aura, disease, poison) 90 feet. If a creature ends its turn in the aura, it's exposed to the Great Flood's flood breath disease.Coordinated Actions The Great Flood's multiple heads allow them to act on two separate initiatives, rolling initiative twice and acting on both results. They can't Delay. At the start of each of their turns, they gain 2 actions (see Multiple Reactions below for reactions). Any ability that would sever one of the Great Flood's heads doesn't cause the Great Flood to die if they still have at least one head, but it does cause them to lose the additional reaction granted by the severed head.Multiple Reactions The Great Flood gains an extra reaction per round for each of its nine heads, which they can use only to make Reactive Strikes with their jaws. They can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within the Great Flood's reach, and they gain reactions on only their first turn each round.Reactive Strike [reaction]
Speed 40 feet, swim 80 feet
Melee [one-action] jaws +40 [+35/+30] (reach 15 feet), Damage 4d8+20 piercingMelee [one-action] tail +40 [+36/+32] (agile, reach 15 feet), Damage 3d6+20 bludgeoningRanged [one-action] breath +39 [+34/+29] (range 180 feet), Damage 4d12 poison plus flood breathFlood Breath (disease, poison) Saving Throw DC 42 Fortitude; Stage 1 drained 1 (1 day); Stage 2 drained 2 (1 day); Stage 3 drained 2 and doomed 1 (1 day); Stage 4 You die and your body collapses, releasing a cloud of toxin. Any creature within 10 feet of your death is exposed to flood breath (1 day)Great Wave [two-actions] (water) Frequency once per day; Effect The Great Flood gathers all nearby water and floods a mile burst. Any creature in the area must succeed at a DC 42 Reflex save or be moved up to 60 feet in a direction of the Great Flood's choice. The area remains flooded with 30-foot-deep water for 1 hour or until the Great Flood dies, then drains naturally.Nine-Jawed Frenzy [two-actions] Requirements It's the Great Flood's second turn in the round (see Coordinated Actions); Effect The Great Flood Strides or Swims twice, moving through smaller creatures' spaces freely. Each creature they move through or are adjacent to takes 4d8+20 piercing damage (DC 42 basic Reflex save). Creatures that fail the save are also exposed to flood breath.

No Icon A Terrible Sense of Humor

A scholar who debated the Great Flood once recorded the following deadpan exchange, serving more as an example of the creature's infamous jokes than providing any actual knowledge.

Scholar: “What lord or power do you answer to?”
The Great Flood: “We don't have a lord.”
Scholar: “Then which of your nine faces is your leader?”
The Great Flood: “We don't have a leader.”
Scholar: “Then how do you resolve your disputes?”
The Great Flood: “We don't have disputes.”

Sidebar - Additional Lore Influence the Flood

Convincing the Great Flood to spare an area can be handled with the influence subsystem, treating the heads as individuals to be swayed. Many of the heads will follow each other's leads, although which and how is a good thing to learn with Discover.

Sidebar - Advice and Rules Passing Judgment

There are no exact criteria or written rules that drive the Great Flood’s decisions. It’s a matter of aesthetics, opinion, and which head ends up leading the discussion. Generally, however, settlements at odds with their natural surroundings will be treated more harshly.