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Grodair, the Wandering Flood

A Grodair is a bizarre, aquatic creature roughly the size of a small boat. Its bloated, sac-like body shimmers with a translucent, fishlike sheen, and from its belly hang several slick, water-dripping tentacles used for locomotion and grasping. Four wide-set eyes glisten along its forehead, giving it a panoramic view of its surroundings. Its long dorsal fins ripple like kelp as it floats or waddles awkwardly on land. A bulbous hump along its back contains an extradimensional water sac, bulging and pulsing like a living reservoir.


Behaviour

Though intelligent, Grodairs are notoriously absentminded, forgetting conversations minutes after having them. They exhibit childlike curiosity—poking at new objects, following strange lights, and babbling in Aquan or Sylvan to anyone who’ll listen. Despite their potential for devastation, Grodairs are not malevolent. They are often apologetic when their actions harm others, usually offering absurd compensation (“Would you like a waterfall in your living room?”) before wandering off, forgetfully humming to themselves. They are prone to long pauses in conversation as they try (and usually fail) to recall what they were talking about.


Habitat

Native to the First World—the chaotic, primal realm of the fey—Grodairs manifest sporadically across material coastlines, rivers, and wetlands, often without knowing how they got there. They prefer lush, boggy environments and often create such conditions by belching up vast quantities of water from their internal reservoir. They can survive on land indefinitely so long as they maintain a muddy or waterlogged area around them.


Modus Operandi

Grodairs travel aimlessly, flooding terrain as they go to ease their own movement or satisfy an inscrutable instinct. Their approach begins with a sudden rise in water level, followed by the Grodair sloshing into view, idly scanning the area or “tasting” objects with a flick of its tentacles. If startled or provoked, it responds with high-pressure water blasts, toppling foes and washing away threats. On death, their compressed water sac detonates in a deadly flood, making them as hazardous dead as alive.


Motivation

Grodairs are driven by forgotten directives—possibly ancient fey commands, divine programming, or simply arcane instinct. They compulsively seek out new environments to “hydrate,” possibly to maintain the flow of some larger planar cycle. Some theorize they are living failsafes, designed by forgotten gods to repair the world’s hydrology. The Grodairs themselves don’t remember. They simply feel a need to move on… usually right after they’ve flooded your home.

  • Grodair 5e
  • Young Grodair 5e
  • Elder Grodair 5e
  • Grodair Pathfinder

Large Fey (Aquatic, Extraplanar), Chaotic Neutral


Armor Class 16 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., swim 60 ft.

STRDEXCONINTWISCHA
18 (+4)8 (−1)18 (+4)11 (+0)14 (+2)15 (+2)

Saving Throws Con +7, Wis +5, Cha +5
Skills Nature +4, Perception +5, Survival +5, Insight +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, Sylvan
Challenge 7 (2,900 XP)
Proficiency Bonus +3


Amphibious

The Grodair can breathe both air and water.

Bogwalker

The Grodair ignores difficult terrain caused by mud, shallow water, or swampy ground. Creatures within 15 feet of the Grodair treat the area as difficult terrain unless they have a swim speed or can hover.

Watery Membrane

Ranged weapon attacks against the Grodair are made with disadvantage unless the attacker is within 30 feet. Its hydrodynamic form distorts its outline with rippling water and mist.


Innate Spellcasting

The Grodair’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: control water, shape water
  • 1/day each: tidal wave, water walk

Actions

Multiattack

The Grodair makes one Bite attack, two Tentacle attacks, and may use Water Blast if it’s available.


Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 4) piercing damage.


Tentacle

Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage.
If both tentacles hit the same creature on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone and restrained (escape DC 15).


Water Blast (Recharge 5–6)

Ranged Spell Attack: +5 to hit, range 60 ft., one target.
Hit: 14 (3d8) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed 10 feet and knocked prone.
Creatures within 5 feet of the target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) bludgeoning damage and fall prone.


Death Flood (Triggered)

When the Grodair dies, it releases a sudden burst of pressurized water in a 20-foot-radius sphere.
Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much on a successful one.
The area becomes heavily obscured and difficult terrain until the end of the next round.
A successful DC 20 Medicine or Survival check made within 1 minute of death can extract the creature’s Watersac Organ, which functions as a decanter of endless water (fountain and stream only) for 2d6 hours.
On a failed check by 5 or more, the organ bursts, dealing an additional 7 (2d6) damage to the extractor and destroying the organ.


Bonus Actions

Muddy Field (Recharge 5–6)

The Grodair floods the ground beneath it, transforming a 20-foot-radius area of loose soil, sand, or undergrowth into a shallow bog for 1 minute or until the Grodair leaves the area.
This terrain becomes difficult for all creatures without a swim speed, and imposes disadvantage on Dexterity saving throws and Stealth checks made within the affected zone.


Tactics and Behavior

The Grodair is a curious, absentminded wanderer. Unless immediately attacked, it often attempts to speak before engaging in combat, forgetting hostility within moments. When it fights:

  • It begins by releasing Muddy Field to slow enemies.
  • Uses Water Blast to knock down and disrupt ranged foes or pin targets in difficult terrain.
  • Follows up with Tentacle attacks to restrain prone enemies.
  • Avoids prolonged conflict; if bloodied, it may apologize mid-fight and attempt to flee.
  • When killed, its Death Flood can devastate narrow spaces or clustered groups.

Though rarely malicious, the Grodair’s sheer bulk and hydrokinetic power make it a dangerous encounter—especially in dry or fragile environments.


Treasure

The Grodair’s stomach often contains random mundane items: shiny baubles, partially digested gear, and the occasional trinket or coin it mistook for food.
If killed without destroying its internal sac, a Watersac Organ may be extracted as noted in Death Flood. The organ has no resale value but functions as a temporary magic item.

fantasy, carp, girl Grodair

Several water-dripping tentacles sprout from this four-eyed fish’s belly, while long fins protrude from its back.

GrodairCR 5

XP 1,600
CN Medium magical beast (aquatic, extraplanar)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +1

DEFENSE

AC 16, touch 9, flat-footed 16 (-1 Dex, +7 natural)
hp 66 (7d10+28)
Fort +11, Ref +4, Will +5

OFFENSE

Speed 30 ft., swim 60 ft.
Melee bite +11 (1d8+4), 2 tentacles +6 (1d4+2 plus trip)
Ranged water blast +7 touch (1d8 plus push)
Special Attacks death flood, push (water blast, 5 ft.)
Spell-Like Abilities (CL 7th; concentration +9)

At will—control water

STATISTICS

Str 18, Dex 8, Con 19, Int 12, Wis 13, Cha 15
Base Atk +7; CMB +11; CMD 20 (24 vs. trip)
Feats Combat Reflexes, Great Fortitude, Iron Will, Weapon Focus (water blast)
Skills Knowledge (nature) +8, Survival +8, Swim +22
Languages Aquan, Sylvan
SQ amphibious, muddy field

SPECIAL ABILITIES

Death Flood (Su)

When a grodair is killed, it immediately explodes in a 15-foot-radius burst of highly pressurized water that deals 5d6 points of damage (DC 17 Reflex for half). After the explosion, a successful DC 25 Survival check allows a creature to recover a cluster of strange organs from the remains. This cluster functions as a decanter of endless water for 2d6 hours, but can only produce a “stream” or “fountain” effect. Failing this Survival check by 5 or more causes the cluster to burst, dealing an additional 2d6 points of damage to that creature (no save) and destroying the organs entirely. The save DC is Constitution-based.

Muddy Field (Su)

As a standard action when on sand, soil, or other types of loose earth, a grodair can gush standing water into the area surrounding it. Upon doing so, the land within 15 feet of the grodair is treated as a shallow bog. This water remains as long as the grodair is within 15 feet and wishes to maintain the water. The bog instantly disperses as soon as the grodair is killed or moves out of the area.

Water Blast (Ex)

The grodair’s ranged attack is a pressurized blast of water. This attack has a range of 60 feet with no range increment.

ECOLOGY

Environment any water or coastlines
Organization solitary
Treasure standard

A grodair is a bloated aquatic creature from the primal world of the fey. The bulbous sac on its spine is an extradimensional space that can contain thousands of gallons of water. The creature drains water (including small bits of debris and even very small creatures) from one place and releases it in another, typically creating boggy areas as it moves so it can travel more quickly than its tentacles can carry it. A grodair can rise up to 6 feet on its tentacles, measures 7 feet long, and weighs about 400 pounds.

A grodair is intelligent, but extremely absentminded and careless. Its memory is poor, and it has difficulty remembering things it was told even 5 minutes prior—though it can recall some events of the distant past with perfect (and often frustrating) clarity.

Typical grodairs can rise up on their tentacle legs to a height of nearly 6 feet, though they rarely do so. Most measure about 7 feet long and weigh about 400 pounds.

Grodairs are solitary nomads, wandering seemingly at random. They meander through glens—suddenly submerged by their eerie control over water—and recently drowned vales, poking curiously at the remains. Grodairs are intelligent, but extremely absentminded and careless. They have memories little better than actual fish, and for the most part have difficulty remembering things they were told 5 minutes ago—though some facts seem to crystallize within their memories, allowing them to recall events of the distant past with perfect clarity.

Grodairs are picky eaters, nibbling on the choicest of flotsam. A grodair that raises waters to drown a faerie queen’s castle might then swim in and nibble on a few pieces of cake and frosted grapes; one that has just drowned an orchard might grab a few apples before moving on. They have a similar approach to treasure. Having no need for magical items or artifacts and lacking any conception of their actual purpose, an absentminded grodair often consumes any shiny baubles it comes across, mistaking the loot for brightly colored food.

The magical organ holding whole lakes worth of water within a grodair has befuddled many sages. It appears to be an extradimensional space accessed through the grodair’s mouth. The grodair can either belch forth highly pressurized blasts of water or gradually drool out enough water to swamp its surroundings. The sac often contains more than water, as the aqueous creature’s vacuum sucks up dirt, leaves, algae, and even small fish— fueling curiosity as to the waters’ origins.

Habitat & Society

Grodairs are solitary creatures, meeting others of their kind only rarely. When their paths—or rather, their streams—cross, a pair of grodairs may mate and produce a dozen or so small fry. After the eggs hatch, they are the responsibility of the male grodair to raise and teach for 3 years (assuming, of course, he remembers his responsibility). Once the small grodairs reach the age of 3, they are fired out of their sire’s tentacles on a high pressure jet of water in the direction of the nearest large lake or ocean.

Grodairs are driven to explore, but they cannot say why—if there ever was a reason for their constant watery peregrinations, they forgot it long ago. One bizarre theory is that grodairs were an early attempt by the gods to fix the broken flow of water across the ever-changing landscape. If this theory is true, then there should be other creatures out there that have similar powers to move mountains or reshape the world.

Another tale claims that grodairs are the servants of a buried god who was imprisoned under the ocean when the other deities abandoned the First World, and that they search for his drowned tomb to free him, while a third theory insists that the extradimensional space in the sac requires constant renewal, and that most of a grodair’s brain is taken up with casting and recasting the same spell over and over. Sensible sages, though, just point to the grodairs as another example of the ill-considered and haphazard nature of reality in the land of the fey.

The forgetful grodairs rarely mean to cause deliberate harm, but are often so distracted they forget that other creatures cannot breathe underwater. A grodair might drown a village, then swim into the ruins wondering why everyone is taking a nap. When their errors are pointed out to them, grodairs become immensely apologetic, offering to do whatever they can to make amends. “Would you like a nice ornamental pond,” they ask, “or perhaps a waterwheel?”

In any event, the creatures soon lose interest and swim off in search of something more interesting that they cannot name. In the past, some vengeful souls have tried hunting grodairs, but when cornered they are surprisingly doughty foes, using blasts of high-pressure water to send enemies flying and soaking the ground around them to make it harder for enemies to attack them in melee. If a foe is knocked prone, a grodair may train its water spray on him, keeping him pinned underwater until he drowns or until the fish forgets he is there.

Grodairs also have a surprisingly powerful tail swipe and viciously sharp teeth. When the creatures are slain, their water sacs rupture, letting all of its contents loose in a tremendous flood. Overeager attackers can release a deluge on their own heads; experienced hunters stalk grodairs with small canoes in tow, waiting until the creatures’ sacs are nearly empty before attacking. Alternatively, many predators simply attack from above.

Treasure

Most grodairs explode in a blast of murky water and over-sized fish guts when slain. Some, however, do not. Only grodairs that meet death with their fragile internal extraplanar space intact don’t erupt in this fashion. While these fish creatures’ delicate organs often erupt as the result of even the gentlest killing, some anomalous organs remain viable after its body’s death—approximately one in 10.

These satchel-sized sacks continue to function for a period of 2d6 hours as a decanter of endless water, but one that can only produce a “stream” or “fountain” effect. This organ can only be extracted by making a DC 22 Heal or Profession (fisherman) check. Failing this check by 5 or more causes the organ to burst as per the grodair’s death flood ability. A grodair’s magical innards have no gp value, their size and sliminess outweighing any temporary remarkability.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Medium Fey (Aquatic, Extraplanar), Chaotic Neutral


Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 50 ft.

STRDEXCONINTWISCHA
14 (+2)10 (+0)14 (+2)10 (+0)12 (+1)13 (+1)

Saving Throws Con +4, Wis +3
Skills Nature +2, Perception +3, Survival +3
Damage Resistances bludgeoning from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages understands Aquan and Sylvan but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2


Amphibious

The Grodair can breathe both air and water.

Slippery Hide

The Grodair has advantage on ability checks and saving throws to escape grapples and restraints.


Innate Spellcasting

The Grodair’s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: shape water
  • 1/day: create or destroy water

Actions

Multiattack

The Grodair makes two attacks: one with its Bite and one with its Tentacle.


Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage.


Tentacle

Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage.
If the target is Medium or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Water Jet (Recharge 5–6)

Ranged Weapon Attack: +3 to hit, range 40 ft., one target.
Hit: 10 (3d6) bludgeoning damage. The target must succeed on a DC 13 Strength saving throw or be pushed 10 feet away.


Muddy Squirt (1/Day)

As a bonus action, the Grodair gushes thick bogwater in a 10-foot radius centered on itself. The area becomes difficult terrain for 1 minute.
Any creature that starts its turn in the area must succeed on a DC 11 Dexterity saving throw or fall prone.
The effect ends early if the Grodair moves more than 10 feet from the center.


Behavior & Tactics

  • The Grodair opens combat from range with Water Jet, using its tentacle to trip foes that close the distance.
  • It prefers soggy ground, using Muddy Squirt early to create terrain control.
  • If reduced below half its hit points, it may retreat into water and attempt to flee.
  • Its curiosity may override its instincts, stopping mid-combat to inspect glowing items or food.

Ecology

Young Grodairs are launched into the world by their sires on pressurized jets of water. They often land in isolated wetlands, estuaries, or ponds, where they begin their solitary, wandering lives.
They are curious and chaotic, often causing unintentional destruction due to their forgetful, childlike minds.


Treasure

A young Grodair may contain 1d4 swallowed trinkets:

  • A few shiny coins or buttons
  • A waterlogged scroll (50% usable)
  • A potion vial (50% chance it survived ingestion)

Large Fey (Aquatic, Extraplanar), Chaotic Neutral


Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft., swim 60 ft.

STRDEXCONINTWISCHA
20 (+5)8 (–1)20 (+5)14 (+2)16 (+3)16 (+3)

Saving Throws Con +9, Wis +7, Cha +7
Skills Nature +6, Perception +7, Survival +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities prone
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 17
Languages Aquan, Sylvan; understands Common but rarely remembers it
Challenge 10 (5,900 XP)
Proficiency Bonus +4


Amphibious

The Grodair can breathe both air and water.

Magic Resistance

The Grodair has advantage on saving throws against spells and other magical effects.

Slippery Hide

The Grodair has advantage on ability checks and saving throws made to escape a grapple or restraints.


Innate Spellcasting

The Grodair’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: shape water, control water
  • 3/day each: wall of water, tidal wave
  • 1/day: maelstrom

Actions

Multiattack

The Grodair makes two Tentacle attacks and one Bite attack.


Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) piercing damage.


Tentacle

Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
A Large or smaller target must succeed on a DC 17 Strength saving throw or be knocked prone.


Pressurized Water Blast (Recharge 5–6)

Ranged Weapon Attack: +7 to hit, range 60 ft., one target.
Hit: 22 (5d6 + 5) bludgeoning damage.
The target must succeed on a DC 17 Strength saving throw or be pushed 15 feet and knocked prone. If the creature collides with a solid object, it takes an additional 1d6 bludgeoning damage.


Muddy Field (Recharge 6)

As an action, the Grodair gushes water across a 30-foot radius centered on itself. The ground in the area becomes difficult terrain and lightly obscured for 1 minute.
Any creature that starts its turn in the area must succeed on a DC 15 Dexterity saving throw or fall prone.
The effect ends if the Grodair moves or is reduced to 0 hit points.


Legendary Actions

The Grodair can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Grodair regains spent legendary actions at the start of its turn.

  • Soaking Pulse. Each creature within 10 feet must succeed on a DC 13 Constitution saving throw or be soaked. Soaked creatures have disadvantage on Dexterity checks until the end of their next turn.
  • Thrash (Costs 2 Actions). The Grodair makes a Tentacle attack against a prone creature.
  • Torrential Surge (Costs 3 Actions). The Grodair targets a point it can see within 60 feet. Each creature in a 10-foot-radius, 20-foot-high cylinder must make a DC 15 Strength saving throw. On a failure, a creature takes 18 (4d8) bludgeoning damage and is pushed 20 feet away. On a success, the creature takes half damage and is not moved.

Death Flood

When the Grodair is reduced to 0 hit points, its extradimensional water sac ruptures in a 30-foot-radius burst.
Each creature in the area must make a DC 17 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half as much on a success. Unsecured objects are pushed and damaged at the GM’s discretion.

Optional Harvest: A creature that succeeds on a DC 22 Wisdom (Medicine) or Intelligence (Nature) check can extract the sac intact. The organ functions as a decanter of endless water (fountain or stream only) for 2d6 hours. Failing the check by 5 or more causes the sac to burst, dealing 14 (4d6) damage to the extractor and destroying the organ.


Tactics

The Elder Grodair dominates terrain through flooding, prone effects, and battlefield control. It targets ranged attackers first, knocking them prone with Tentacles or Water Blast. If engaged in melee, it will soak the ground with Muddy Field and use Thrash to keep foes down and suppressed. Though immensely powerful, the Grodair is often distracted mid-combat by environmental curiosities or vague memories.


Habitat & Ecology

Elder Grodairs wander drowned valleys, buried riverbeds, and liminal shores of the Feywild. They are solitary, ancient beings with an unclear purpose, capable of reshaping entire ecosystems simply by existing. Some theorize they are remnants of a forgotten age, seeking to rejoin or rebuild the broken rivers of the First World.


Treasure

Though they do not hoard, the detritus in a slain Grodair’s body may contain:

  • 1d4 random potions (50% intact)
  • 1d3 minor magical items (e.g., driftglobe, cap of water breathing)
  • 2d6 × 10 gp in washed jewelry or coins
  • A functioning decanter-like organ (see Death Flood)

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