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Grootslang

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.

Recall Knowledge - Beast (Arcana, Nature): DC 37

Elite | Normal | Weak

GrootslangCreature 16

UncommonCEGargantuanBeast
Source The Mwangi Expanse pg. 298 2.0
Perception +28; darkvision, scent (imprecise) 60 feet
Languages Aquan, Draconic, Mwangi
Skills Athletics +34, Intimidation +28, Nature +26, Stealth +23
Str +9, Dex +5, Con +8, Int +5, Wis +6, Cha +0
Deep Breath A grootslang can hold its breath for 1 hour.
AC 38; Fort +30, Ref +27, Will +26
HP 370
Attack of Opportunity ReactionReaction
Speed 40 feet, swim 30 feet
Melee Single ActionSingle Action foot +30 [+25/+20] (magical, reach 20 feet), Damage 3d12+15 bludgeoningMelee Single ActionSingle Action jaws +28 [+24/+20] (agile, magical, reach 15 feet), Damage 3d10+15 piercing plus Improved GrabMelee Single ActionSingle Action tail +28 [+24/+20] (agile, magical, reach 30 feet), Damage 3d10+15 bludgeoning plus GrabMelee Single ActionSingle Action tusk +30 [+25/+20] (magical, reach 20 feet), Damage 3d12+15 piercingAquatic Elusion Two ActionsTwo Actions (concentrate, conjuration, teleportation, primal) 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.Defensive Coil Two ActionsTwo Actions The grootslang coils its body. It gains 20 resistance against physical attacks until the start of its next turn.Greater Constrict Single ActionSingle Action tail only, 2d12+12 bludgeoning, DC 34Swallow Whole Single ActionSingle Action jaws only, Huge, 3d12+10 bludgeoning, Rupture 37Thunderous Slam Three ActionsThree Actions 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 flat-footed 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.

Sidebar - Additional Lore Unwise Creations

The grootslang sounds like a cruel cosmic prank by the gods of creation. Tales among the Mwangi peoples claim that when Golarion was young, an unwise and now forgotten deity created beasts with unmatched strength and cunning, which became the first grootslangs. These creatures proved too fearsome, and the deities separated them to create the first elephants and snakes. One of these grootslangs escaped, however, and the deities were unable to stop grootslangs from repopulating as they hid among the Mwangi Expanse.