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From Pathfinder Rage of Elements, which isn't enabled.

Coldmire Pond

CREATURE 8

Coldmire ponds are often mistaken for shallow pools of water, but these sentient bodies of living water actually crawl along the ground or float through other liquids. Coldmires are dangerous ambush predators, drowning creatures that stray too close to or, even more hazardously, stand or swim inside their waters.


Perception +16; darkvision
Languages Thalassic
Skills Athletics +18, Stealth +18
Str +5, Dex +3, Con +5, Int +2, Wis +2, Cha +0

AC 27; Fort +16, Ref +19, Will +13
HP 135; Immunities bleed, paralyzed, poison, sleep; Resistances fire 10
Shallow Waters

The coldmire pond can occupy the same space as other creatures. Creatures who move through the coldmire pond treat it as difficult terrain. Two creatures both occupying the coldmire pond's space are flanking it, regardless of their actual positions within the coldmire pond.


Speed 20 feet, swim 50 feet
Melee Clammy Pseudopod +20, Damage 2d8+9 bludgeoning plus Grab
Constrict

1d6 bludgeoning plus 1d6 cold, DC 25 basic Fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Drag Below
Requirements The coldmire pond occupies the same space as a target it has Grabbed

Effect The coldmire pond pulls the target below the surface. The target must succeed at a DC 26 Reflex save or fall Prone and begin drowning.
Flash Flood (primal, water)

Water surges out of the coldmire pond in a 20-foot emanation and crashes into nearby creatures, knocking them off their feet. Creatures in the area, as well as any creatures currently sharing the coldmire pond's space, take 4d8 bludgeoning damage and are knocked Prone (DC 26 basic Reflex save). Creatures standing inside the coldmire pond treat their result as one step worse.

Pathfinder Rage of ElementsOGL