Grootslang
Level 16Attacks
Abilities
A grootslang can hold its breath for 1 hour.
Requirements The grootslang is fully immersed in water
Effect The grootslang teleports to another body of water within 1 mile that is wide enough to hold the grootslang.
The grootslang coils its body. It gains 20 resistance against physical attacks until the start of its next turn.
Tail only, (2d12+12)[bludgeoning] damage, DC 34 fortitude
Jaws only, Huge, (3d12+10)[bludgeoning] damage, Rupture 37
The grootslang makes a foot Strike against a creature in reach.
Whether or not the Strike hits, all creatures within 10 feet of the grootslang must attempt a DC 37 reflex save.
Critical Success The creature is unaffected.
Success The creature is Off-Guard until the end of its turn.
Failure The creature is knocked Prone and takes 2d8 bludgeoning damage.
Critical Failure As failure, except the creature takes 4d8 bludgeoning damage.
While it's easy to mistake a grootslang for an elephant upon first glance, once the rest of its body becomes visible, the creature resembles a grotesque puppet manipulated like a marionette from the inside by a snake large enough to swallow a building. A grootslang stands 20 feet tall, with skin like plated armor and a pair of massive forearms. It sports six deadly tusks capable of piercing flesh and bone with ease. The rest of its body extends up to 60 feet long. A grootslang's face resembles that of an elephant, but much like its serpentine cousins, it can unhinge its lower jaw to swallow its prey.
A person encountering a grootslang has a slight chance of reasoning with or bribing the beast, possibly escaping a deadly fate. A hoard of gems is no guarantee of safety, however, and a particularly cruel grootslang will just as likely go back on their word upon receiving the offering.