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GrootslangCreature 16


UncommonCEGargantuanBeast
Source Pathfinder Lost Omens: The Mwangi Expanse
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

AC 38; Fort +30; Reflex +27; Will +26;
HP 370
Speed 40 feet (swim 30 feet)

Foot One Action +30 (+25, +20) to hit (magical, reach 20) 3d12+15 Bludgeoning
Jaws One Action +28 (+24, +20) to hit (agile, magical, reach 15) 3d10+15 Bludgeoning
Tail One Action +28 (+24, +20) to hit (agile, magical, reach 30) 3d10+15 Bludgeoning
Tusk One Action +30 (+25, +20) to hit (magical, reach 20) 3d12+15 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Deep Breath

A grootslang can hold its breath for 1 hour.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Aquatic Elusion Two Actions (concentrate, conjuration, primal, teleportation)

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 Actions

The grootslang coils its body. It gains 20 resistance against physical attacks until the start of its next turn.

Greater Constrict One Action

Tail only, 2d12+12 bludgeoning damage, DC 34 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Swallow Whole One Action (attack)

Jaws only, Huge, 3d12+10 bludgeoning damage, Rupture 37


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Thunderous Slam Three 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.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


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.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.