Zombie Grindylow
CREATURE 0 +5; darkvision
Athletics +8
Str +2, Dex +2, Con +2, Int -5, Wis +0, Cha -2
Slow
A zombie is permanently Slowed 1 and can't use reactions.
AC 13; Fort +6, Ref +2, Will +2
HP 30, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Weaknesses vitality 5, slashing 5
Tangling Kelp
A creature attempts a melee attack against a zombie grindylow with a bludgeoning or slashing weapon
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 Healing
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.
25 feet
Melee Tentacle +7 (agile, finesse, trip, unarmed), Damage 1d4+2 bludgeoning plus Grab
Grab
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
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.
Pathfinder Society Scenario #2-06: The Crashing WaveOGL