ability_mods:
  cha_mod: 2
  con_mod: 4
  dex_mod: 2
  int_mod: 1
  str_mod: 4
  wis_mod: 2
ac: 20
ac_special: null
alignment: CN
automatic_abilities:
- action_cost: None
  critical_failure: null
  critical_success: null
  description: When a grodair dies, its body explodes in a blast of pressurized water
    that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC
    22 basic Reflex save). A creature that fails its save is pushed 5 feet (or 10
    feet on a critical failure).
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Death Flood
  range: null
  raw_description: '**Death Flood** (__conjuration__, __primal__, __water__) When
    a grodair dies, its body explodes in a blast of pressurized water that deals 4d6
    bludgeoning damage to creatures within a 15-foot emanation (DC 22 basic Reflex
    save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical
    failure).'
  requirements: null
  success: null
  traits:
  - conjuration
  - primal
  - water
  trigger: null
description: 'Grodairs are bizarre fishlike creature 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 anywhere by releasing the water,
  quickly transforming any surrounding land into a shallow bog. When grodairs wish
  to leave for a new location, they simply suck up all the water back up. When necessary,
  grodairs can also travel on land by walking upon the tangle of 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 difficulty remembering things.
  Still, they are avid conversationalists and enjoy hearing tales about the world.
  While this quality makes grodairs quite likable, they aren''t reliable. They have
  difficulty following plans or schedules, and they can keep a secret only if they
  happen to forget it first. For these reasons, grodairs don''t always make the best
  allies.




  Grodairs are voracious and curious omnivores who love trying new foods—in fact,
  the pursuit of new and interesting food is the most common reason that they venture
  out of First World. They can also capture and store within their throats any small
  animals and plants easily suspended in water, and eject them for consumption at
  a later time.




  **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20


  **__Recall Knowledge - Fey__ (__Nature__)**: DC 20'
hp: 88
hp_misc: null
immunities: null
items: null
languages:
- Aquan
- Sylvan
level: 5
melee:
- action_cost: One Action
  damage:
    formula: 2d8+7
    type: piercing
  name: jaws
  plus_damage: null
  to_hit: 15
  traits: null
- action_cost: One Action
  damage:
    formula: 1d10+7
    type: bludgeoning
  name: tentacle
  plus_damage:
  - formula: null
    type: Knockdown
  to_hit: 15
  traits: null
name: Grodair
perception: 13
proactive_abilities:
- action_cost: One Action
  critical_failure: null
  critical_success: null
  description: 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.
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Muddy Field
  range: null
  raw_description: '**Muddy Field**   (__primal__, __transmutation__, __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.'
  requirements: null
  success: null
  traits:
  - primal
  - transmutation
  - water
  trigger: null
- action_cost: One Action
  critical_failure: null
  critical_success: null
  description: The grodair causes water to pour from a magical sac on its 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. It can stop the flow of water as a single
    action.
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Organ of Endless Water
  range: null
  raw_description: '**Organ of Endless Water**   (__conjuration__, __manipulate__,
    __primal__, __water__) The grodair causes water to pour from a magical sac on
    its 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. It can stop the flow
    of water as a single action.'
  requirements: null
  success: null
  traits:
  - conjuration
  - manipulate
  - primal
  - water
  trigger: null
ranged:
- action_cost: One Action
  damage:
    formula: 3d6
    type: bludgeoning
  name: water jet
  plus_damage:
  - formula: null
    type: Push 10 feet
  to_hit: 13
  traits:
  - range increment 60 feet
rarity: Common
resistances:
- amount: null
  type: '>'
ritual_lists: null
saves:
  fort: 15
  fort_misc: null
  misc: null
  ref: 9
  ref_misc: null
  will: 11
  will_misc: null
sense_abilities: null
senses:
- Perception +13
- darkvision
size: Medium
skills:
- bonus: 13
  misc: null
  name: 'Athletics '
- bonus: 13
  misc: null
  name: 'Nature '
- bonus: 11
  misc: null
  name: 'Survival '
source:
- abbr: Bestiary 2
  page_start: 140
  page_stop: null
speed:
- amount: 25
  type: Land
- amount: 50
  type: swim
spell_lists:
- dc: 22
  misc: null
  name: Primal Innate Spells
  spell_groups:
  - heightened_level: null
    level: 5
    spells:
    - frequency: null
      name: control water
      requirement: null
  to_hit: null
traits:
- CN
- Medium
- Amphibious
- Beast
- Fey
- Water
type: Creature
weaknesses: null
