Great Grodair

Level 7
Creature· amphibiousUniqueLargeLegacy
AC
23
HP
130
Speed
25 ft.
Perception
+16
Fort
+18
Ref
+12
Will
+14
Languages common, fey, thalassic
Senses darkvision
Skills athletics +17, performance +17, intimidation +15, nature +15, survival +14
Other Speeds swim 50 ft.
Recall Knowledge DC 33 (nature)

Attacks

Melee Jaws +18 (unarmed), Damage 2d10+9 piercing
Melee Tentacle +18 (reach 10 ft., unarmed), Damage 1d12+9 bludgeoning
Melee Water Jet +16, Damage 4d6 bludgeoning

Abilities

Death Flood

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 area (DC 25 reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).

Muddy Field

The great grodair transforms all soil, sand, or similar sediment in a 10-foot area into mud for 1 round. This mud is difficult terrain for creatures other than grodairs.

Organ of Endless 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.

Knockdown
Push 10 feet