Zombie Grindylow

Level 0
Creature· amphibiousUncommonSmallLegacy
AC 13
HP 30 (void healing)
Speed 25 ft.
Fort +6
Ref +2
Will +2
Perc +5
Size Small
Uncommon
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses vitality 5, slashing 5
Senses darkvision
Skills athletics +8
Recall Knowledge religion DC 16

Attacks

Melee Tentacle +7/+3/-1(agile, finesse, trip, unarmed)
Damage: 1d4+2 bludgeoning
Effect: grab

Abilities

Slowinteraction

A zombie is permanently Slowed 1 and can't use reactions.

Tangling Kelpdefensive

Trigger A creature attempts a melee attack against a zombie grindylow with a bludgeoning or slashing weapon Effect The creature must succeed at a DC 13 reflex saving throw or become tangled in the kelp that surrounds the zombie grindylow, giving the creature a -10 circumstance penalty to its Speeds until it spends a manipulate action to remove the kelp.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.