All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


There is a Legacy version here.

Grodair

Grodairs are bizarre fishlike creatures 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 almost anywhere by releasing the water and quickly transforming the surrounding area into a shallow bog. When grodairs wish to leave for a new location, they simply suck all the water back up. When necessary, grodairs can walk on land by using the 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 trouble remembering things. Still, they're avid conversationalists and enjoy hearing tales about the world. While this makes grodairs quite likable, they aren't reliable. They have difficulty sticking to plans or schedules, and they can keep a secret only if they happen to forget it first. For these reasons, grodairs don't make the best allies.

Grodairs can capture and store within their throats any small animals and plants easily suspended in water, and then eject them for consumption at a later time. They're voracious and curious omnivores who love trying new food—in fact, the pursuit of new and interesting meals is the most common reason they venture from the First World. This, fortunately, makes grodairs easy to negotiate with, something of a necessity when people need to relocate one of the creatures (along with their bog) away from roads and fields meant for farming.

Due to their ability to transport so much water, some desert settlements have attempted to pay grodairs to form oases along trade routes. Unfortunately, the grodairs' short attention span leads them to forget why they were in the desert in the first place and wander off.

Recall Knowledge - Beast (Arcana, Nature): DC 20
Recall Knowledge - Fey (Nature): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

GrodairCreature 5

Medium Amphibious Beast Fey Water 
Source Monster Core 2 pg. 181
Perception +8; darkvision
Languages Fey, Thalassic
Skills Athletics +7, Nature +8, Survival +6
Str +4, Dex +2, Con +4, Int +1, Wis +2, Cha +2
AC 15; Fort +10, Ref +4, Will +6
HP 90
Death Flood (primal, water) When a grodair dies, their body explodes in a blast of pressurized water that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC 17 basic Reflex save). A creature that fails its save is pushed 5 feet away from the grodair's corpse (10 feet on a critical failure).
Speed 25 feet, swim 50 feet
Melee [one-action] jaws +10 [+5/+0], Damage 2d8+7 piercingMelee [one-action] tentacle +10 [+5/+0], Damage 1d10+7 bludgeoning plus KnockdownRanged [one-action] water jet +8 [+3/-2] (range increment 60 feet), Damage 3d6 bludgeoning plus Push 10 feetPrimal Innate Spells DC 17; 5th control water
Muddy Field [one-action] (primal, 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 [one-action] (manipulate, primal, water) The grodair causes water to pour through its scales from a magical sac in its body, either at a rate of 1 gallon per round or 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.

Sidebar - Related Creatures Grodair Treasure

Amid the vile, rubbery entrails of an exploded grodair is a cluster of tubular organs the size of a melon which contains their extradimensional water storage. Harvesting the organ cluster takes 5 minutes and a successful DC 17 Survival check. For the next 2d6 hours, the cluster can then be used to produce water in the same manner as a grodair's Organ of Endless Water ability. However, on a critical failure to harvest the organ cluster, it bursts and deals 2d6 bludgeoning damage to the harvester.

Shelyn's Corner

×