CREATURE 10
Perception +21; darkvision
Languages Aquan (Can't Speak Any Language)
Skills Athletics +22, Stealth +23
Str +8 Dex +5 Con +5 Int -3 Wis +5 Cha +0
Undetectable (abjuration, primal) A water orm automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifier for the counteract check.
AC 30; Fort +21, Ref +19, Will +17
HP 170
Speed 20 feet, swim 50 feet
Melee jaws +24 (reach 15 feet), Damage 2d10+11 piercing plus Grab
Melee tail +24 (agile, reach 15 feet), Damage 2d6+11 bludgeoning
Swallow Whole (attack) Large, 2d8+8 bludgeoning, Rupture 22.
Water Travel (primal, transmutation, water) A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water. While in this form, a water orm's swim Speed increases to 600 feet, it automatically succeeds at Athletics checks to swim, and it gains a +4 circumstance bonus to Stealth checks in water. A water orm can remain in this form for 8 hours, but it can't enter salt water when using this ability. A water orm can return to its normal form using a single action which has the concentrate trait.
Bestiary 2, page 289.
Open Water Orm in the interactive creatures list or browse all creatures starting with W.