---
title: "Grodair"
obsidianUIMode: preview
noteType: pf2eMonster
cssClasses: pf2e
aliases: "Actor.ynLu6DyYPZk9wtPn" 
tags:
  - pf2e/creature/type/amphibious
  - pf2e/creature/type/beast
  - pf2e/creature/type/chaotic
  - pf2e/creature/type/fey
  - pf2e/creature/type/water
  - pf2eMonster
  - pf2e/creature/level/5
statblock: inline
name: "Grodair"
level: 5
license: OGL
---

```statblock
columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 2"
name: "Grodair"
level: "Creature 5"

alignment: ""
size: "Medium"
trait_01: [[amphibious]]
trait_02: [[beast]]
trait_03: [[chaotic]]
trait_04: [[fey]]
trait_05: [[water]]
modifier: 13
perception:
  - name: "Perception"
    desc: "+13; Darkvision"
languages: "Fey, Thalassic"
skills:
  - name: "Skills"
    desc: "Athletics: +13, Nature: +13, Survival: +11"
abilityMods: [4, 2, 4, 1, 2, 2]
speed: 25 feet,  swim 50 feet
sourcebook: "_Pathfinder Bestiary 2_"
ac: 20
armorclass:
  - name: AC
    desc: "20; __Fort__ +15, __Ref__ +9, __Will__ +11"
hp: 88
health:
  - name: ""
  - name: HP
    desc: "88"
abilities_top:
  - name: ""

abilities_mid:
  - name: ""
  - name: "Death Flood"
    desc: " (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 Reflex check save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure)."

attacks:
  - name: ""

  - name: "**Melee** `pf2:1` Jaws"
    desc: "+15 ()\n__Damage__  2d8 + 7 piercing"

  - name: "**Melee** `pf2:1` Tentacle"
    desc: "+15 ()\n__Damage__  1d10 + 7 bludgeoning plus knockdown"

  - name: "**Ranged** `pf2:1` Water Jet"
    desc: "+13 (range increment 60 feet)\n__Damage__  3d6 bludgeoning plus push"

  - name: "Primal Innate Spells"
    desc: "DC 22, attack +12; __5th __  _[[Spells/Control Water|Control Water]]_"

  - name: "Muddy Field"
    desc: "`pf2:1` (primal,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."

  - name: "Organ of Endless Water"
    desc: "`pf2:1` (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."

  - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
    desc: "`pf2:1`  **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."

  - name: "[[Bestiary Ability Glossary/Push|Push]]"
    desc: "`pf2:1`  **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
 
```

```encounter-table
name: Grodair
creatures:
  - 1: Grodair
```



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.
