CREATURE 16
Perception +28; darkvision, scent (imprecise) 60 feet
Languages Aquan, Draconic, Tratrith
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
Speed 40 feet, swim 30 feet
Melee foot +30 (magical, reach 20 feet), Damage 3d12+15 bludgeoning
Melee jaws +28 (agile, magical, reach 15 feet), Damage 3d10+15 piercing plus Improved Grab
Melee tail +28 (agile, magical, reach 30 feet), Damage 3d10+15 bludgeoning plus Grab
Melee tusk +30 (magical, reach 20 feet), Damage 3d12+15 piercing
Aquatic Elusion (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 The grootslang coils its body. It gains 20 resistance against physical attacks until the start of its next turn.
Greater Constrict tail only, 2d12+12 bludgeoning, DC 34
Swallow Whole jaws only, Huge, 3d12+10 bludgeoning, Rupture 37.
Thunderous Slam 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.
LOME, page 298.
Open Grootslang in the interactive creatures list or browse all creatures starting with G.