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    Pond Drinker

    Skimming along on six legs, this tiny carapaced vermin suddenly lifts from the surface of the water and darts toward you.

    Pond Drinker CR 3

    XP 800
    N Tiny vermin (aquatic, extraplanar)
    Init +4; Senses darkvision 60 ft.; Perception +1
    Aura ultrasonic (15 ft.)

    DEFENSE

    AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
    hp 27 (5d8+5)
    Fort +5, Ref + 5, Will +2
    Immune mind-affecting effects

    OFFENSE

    Speed 15 ft. (on land), 40 ft. (on water), swim 30 ft.
    Melee bite +5 (1d3 plus grab)
    Space 2½ ft.; Reach 0 ft.
    Special Attacks blood drain, leaping strike (40 ft.)

    STATISTICS

    Str 10, Dex 18, Con 12, Int --, Wis 12, Cha 10
    Base Atk +3; CMB +1 (+5 grapple); CMD 11 (15 vs. grapple, 19 vs. trip)
    Skills Swim +8
    SQ amphibious, water walking

    SPECIAL ABILITIES

    Blood Drain (Ex)

    A pond drinker drains blood at the end of its turn if it is grappling with a foe, inflicting 1 point of Constitution damage. A pond drinker will never drink more blood than 1 point per its Hit Dice per day.

    Leaping Strike (Ex)

    A pond drinker can make a single leap from the surface of a body of water to attack a creature with its bite. This movement and attack is a full-round action that does not draw an attack of opportunity.

    Water Walking (Ex)

    Pond drinkers can walk on the surface of water as most creatures can walk on land. They can even use the surface of water as solid ground from which to leap.

    Ultrasonic Aura (Ex)

    Pond drinkers constantly produce an ultrasonic drone that is disruptive to spellcasters and those with spell-like abilities. Any creature attempting to cast a spell or use a spell-like ability within the ultrasonic aura must make a concentration check (DC 15 + spell level) to cast a spell or use a spell-like ability.

    Editor's Note

    CMB for this creature doesn't include Dexterity, which is used in lieu of Strength for creatures of size tiny or smaller. 
    CMB +5 (+9 grapple)

    CMD is also in error, apparently ignoring dexterity.  Additionally, the grab universal monster ability only gives a bonus to CMB to start or maintain a grapple, not CMD to defend against a grapple.
    CMD 15 (21 vs. trip)

    GM's are encouraged to use these values.


    Lore

    Characters with ranks in Knowledge (nature/planes) can learn more about a pond drinker. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

    Knowledge (nature/planes)

    DC Result
    8 Pond drinkers are extraplanar vermin that live deep within the ancient forests of the world.
    13 Though they are extremely small in size, they can leap great distances biting with their jaws and grabbing hold with modified hand-like legs.
    18 Spellcasters have a difficult time concentrating on their spells while in proximity to the pond drinkers.
    23 Pond drinkers lose their mobility when not on a body of water. If their fluidly base of operations is deprived, they are less capable combatants.