Drilaefalair Grodair

CREATURE 7

unique cn large amphibious beast fey water 

Male variant grodair (Bestiary 2 140)

Perception +16; darkvision

Languages Aquan, Common, Sylvan

Skills Athletics +17, Intimidation +15, Nature +15, Performance +17, Survival +14

Str +5 Dex +1 Con +4 Int +1 Wis +2 Cha +4

AC  23; Fort +18, Ref +12, Will +14

HP 130

Death Flood (conjuration, primal, water) When the great grodair dies, his body explodes in a blast of pressurized water that deals 6d6 bludgeoning damage to creatures within a 15-foot emanation (DC 25 basic Reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).

Speed 25 feet, swim 50 feet

Melee [>] jaws +18, Damage 2d10+9 piercing

Melee [>] tentacle +18 (reach 10 feet), Damage 1d12+9 bludgeoning plus Knockdown

Ranged [>] water jet +16 (range increment 60 feet), Damage 4d6 bludgeoning plus Push 10 feet

Primal Spontaneous Spells DC 25; 5th control water

Muddy Field [>] (primal, transmutation, water) The great 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 great grodair causes water to pour from a magical sac on his 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. He can stop the flow of water as a single action.

Strength of Thousands #2: Spoken on the Song Wind, page 59.

Open Drilaefalair Grodair in the interactive creatures list or browse all creatures starting with D.