Library / Bestiary

Grootslang

CR 16.00 Magical Beast CE Gargantuan HD 21
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.

HP
283 (21d10+168)
AC
31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, -4 size)
Init
+4
Speed
40 ft., swim 30 ft.
Fort
+20
Ref
+16
Will
+12
BAB
+21
CMB
+38
CMD
53 (55 vs. trip)
Melee
bite +30 (4d8+13/19-20), 2 stomps +27 (2d6+6), tail slap +27 (2d6+6)
Space
20 ft.
Reach
20 ft.
DR
10/magic
SR
27
str
36
+13
dex
19
+4
con
26
+8
int
15
+2
wis
20
+5
cha
15
+2

Impaling Bite — 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 — 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.

trample (2d6+19, DC 33)

Aquatic Elusion — 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.

hold breath

Universal Monster Rules

Hold Breath Ex from Universal Monster Rule
The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Trample (2d6+19, DC 33) Ex from Universal Monster Rule
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check—it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Strength modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 the creature's HD + the creature's Strength modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Special Abilities

Aquatic Elusion from text
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 from text
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 from text
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.

Feats, Traits & Items

Awesome Blow from Feat

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Bleeding Critical from Feat

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Spring Attack from Feat

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Acrobatics +15 (+19 when jumping), Bluff +4, Intimidate +12, Perception +28, Sense Motive +13, Stealth +10, Swim +45

Details
Type
Magical Beast
Alignment
CE
Size
Gargantuan
Environment
warm lakes and rivers
Organization
solitary
Treasure
double (at least 50% gems)
Senses
darkvision 120 ft., scent; Perception +28
Languages
Aquan, Common, Draconic
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
9 House/Core 2 Recognized publisher
  • Uses feat: Awesome Blow (Feat) — cites Paizo Inc.
  • Uses feat: Bleeding Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Critical Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Bull Rush (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Multiattack (Feat) — cites Paizo Inc.
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Spring Attack (Feat) — core content under OGL 1.0a
View references and cross-links for Grootslang

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