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Pathfinder

Compendium

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Grootslang

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This enormous beast has the combined features of an elephant and a serpent. Its tremendous maw sports six frightening tusks.

Legends claim that the grootslang is a primordial creature as old as the world itself. Such tales state that in those ancient days, the gods—new to the crafting of things—made a terrible mistake in the grootslang's creation, for they gave it tremendous strength, cunning, and intellect. Upon realizing their mistake, the gods split the grootslang into separate creatures and thus created the first elephants and the first snakes. But one of the original grootslangs escaped, and from this first sire all other grootslangs were born. Scholars debate the veracity of such stories, and have looked to either biological or magical explanations of the creature's origins, but nevertheless bards and sages alike agree that the grootslang's fearsome reputation is well deserved.

A grootslang's thick, leathery hide has a metallic sheen and a dull copper color, shot through with thin veins of green. Both males and females grow to a length of 60 feet and stand 20 feet tall. Little differentiation exists between sexes save for a lighter green hue to the female's hide. Grootslangs can weigh 20 tons and live up to 500 years.

All grootslangs covet gems, particularly diamonds, and despite the creatures' lust for cruelty, victims can often bargain for their freedom by offering a grootslang enough precious gems.

Special Abilities

Aquatic Elusion (Su) As a standard action, a grootslang that is fully immersed in Water Can teleport to another body of Water Without error. This ability functions like Tree stride , but the grootslang can exit from any body of Water Within 1 mile so long as both the entry and exit are wide enough for the creature to enter.

Impaling Bite (Ex) A grootslang can make a bite attack against any creature it is grappling. If this attack hits, it is automatically treated as a critical threat.

Thunderous Stomp (Ex) As a full-round action, a grootslang can rear up on its serpentine body to bring its massive forelimbs down with awesome force. The grootslang chooses two adjacent targets to be affected as though trampling them. In addition, each creature within 10 feet must make a DC 28 Reflex save or be knocked prone. The save DC is Constitution-based.

Attributes

AC
31, Touch 11, Flat-footed 26 (+4 Dex, +1 Dodge, +20 Natural, -4 Size)
Alignment
Ce
Base Atk
+21
CMB
+38
CMD
53 (55 Vs. Trip)
CR
CR 16
Cha
15
Con
26
Creature Type
Magical Beast
DR
10/magic
Dex
19
Environment
Warm Lakes And Rivers
Feats
Awesome Blow , Bleeding Critical , Cleave , Critical Focus , Dodge , Improved Bull Rush , Improved Critical (Bite), Mobility , Multiattack , Power Attack , Spring Attack
Fort
+20
HP
283 (21d10+168)
Init
Ce Gargantuan Magical Beast +4
Int
15
Languages
Aquan, Common, Draconic
Melee
Bite +30 (4d8+13/19-20), 2 Stomps +27 (2d6+6), Tail Slap +27 (2d6+6)
Organization
Solitary
Reach
20 Ft.
Ref
+16
SQ
Aquatic Elusion, Hold Breath
Senses
Darkvision 120 Ft., Scent ; Perception +28
Size
Gargantuan
Skills
Acrobatics +15 (+19 When Jumping), Bluff +4, Intimidate +12, Perception +28, Sense Motive +13, Stealth +10, Swim +45
Space
20 Ft.
Special Attacks
Impaling Bite, Thunderous Stomp (Dc 28), Trample (2d6+19, Dc 33)
Speed
40 Ft., Swim 30 Ft.
Spell Resistance
27
Str
36
Treasure
Double (At Least 50% Gems)
Will
+12
Wis
20
XP
76,800
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