Grootslang
“Discover the Terrifying ‘Grootslang’: The Ancient Monster Said to Guard Hidden Treasure in a Bottomless Pit!”
Appearance: This monstrous creature combines the immense, sinewy body of a snake with an elephant’s features—massive tusks protrude from its scaled, slithering form, while its hide shifts from the toughness of a reptile’s scales to patches of rugged, leathery skin like an elephant’s. Its eyes gleam with a haunting intelligence, suggesting more than mere animal instinct. At lengths rumored to exceed 40 feet, its very presence is overwhelming.
Behavior: they are said to be solitary and territorial, fiercely guarding their chosen lairs. Known for their cunning and intelligence, they are ambush predators with the patience of a cold-blooded hunter. It rarely reveals itself to those who respect its boundaries, but those who intrude too far or seek its hidden treasures face sudden, ruthless attacks.
Habitat: Legend places the Grootslang in the “Wonder Hole,” a cavernous abyss in the Richtersveld desert region of South Africa. It’s thought to dwell in deep, dark caves lined with precious gems—especially diamonds—both beneath and around its lair. These caves, cloaked in mystery, are said to extend so deep that no human could fully explore them and survive.
Modus Operandi: It is an ambush predator, often lying in wait in the shadows of its cave before launching a swift, deadly attack. Stories suggest it uses its serpentine agility to strike from unseen angles and its tusks for impaling. Some versions of the tale say it can hypnotize intruders, drawing them in like prey to their doom.
Motivation: The Grootslang is driven by an ancient grudge and a fierce desire to protect what it believes is rightfully its own. It hoards precious gems, particularly diamonds, as if in revenge against the gods who once tried to divide it. This creature of myth is believed to guard its treasures not out of greed, but out of defiance, preventing any mortal from ever challenging its domain.
Grootslang
Gargantuan Monstrosity, Chaotic Neutral
Armor Class 19 (Natural Armor)
Hit Points 432 (32d12 + 224)
Speed 40 ft., burrow 20 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 18 (+4) | 16 (+3) |
Saving Throws Str +14, Con +13, Wis +10
Skills Perception +16, Stealth +6
Damage Resistances Acid, Cold
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 26
Languages Common, Draconic, Sylvan
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Legendary Resistances (3/Day).
If the Grootslang fails a saving throw, it can choose to succeed instead.
Innate Spellcasting.
The Grootslang’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: detect magic, detect thoughts
- 3/day each: dispel magic, water breathing
- 1/day each: control water, earthquake, stoneskin
Magic Resistance.
It has advantage on saving throws against spells and other magical effects.
Treasure Sense.
The Grootslang can pinpoint, by scent, the location of precious metals, gemstones, and valuable artifacts within 1 mile.
Actions
Multiattack. The Grootslang makes three attacks: one with its tusks, one with its constrict, and one with its tail.
- Tusk Attack. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage. On a critical hit, the target must succeed on a DC 20 Constitution saving throw or be stunned until the end of the Grootslang’s next turn.
- Constrict. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (6d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained, and the Grootslang cannot use Constrict on another target.
- Tail Lash. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 23 (3d10 + 8) bludgeoning damage, and the target must make a DC 18 Dexterity saving throw or be knocked prone.
- Gaze of the Ancients (Recharge 5–6). It fixes its gaze on a creature within 30 feet that it can see. The creature must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. While frightened, the creature has disadvantage on saving throws against the Grootslang’s other abilities. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
The Grootslang can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Grootslang regains spent legendary actions at the start of its turn.
- Detect. It makes a Wisdom (Perception) check.
- Tail Sweep. It makes a Tail Lash attack.
- Diamond Shield (Costs 2 Actions). Glimmering with its hoard’s energy, the Grootslang gains resistance to all damage until the start of its next turn.
Lair Actions
On initiative count 20 (losing initiative ties), the Grootslang takes a lair action to cause one of the following magical effects; it can’t use the same effect two rounds in a row:
- Crystal Veins. It calls upon the cave’s mineral wealth to sprout jagged crystalline spires from the ground in a 20-foot radius within 60 feet. Any creature in the area must succeed on a DC 18 Dexterity saving throw or take 18 (4d8) piercing damage and be restrained until the end of their next turn.
- Diamond Mist. A shimmering mist fills a 30-foot radius within the lair. All nonmagical weapons in the area become dulled, imposing disadvantage on attack rolls for creatures other than the Grootslang until the end of the next round.
- Looming Shadows. It manipulates the shadows around it, causing each creature in the lair to make a DC 18 Wisdom saving throw or become frightened until the end of their next turn. Creatures frightened this way cannot move toward the Grootslang.
Reactions
Hoard Guardian. When a creature within 5 feet of the Grootslang attempts to pick up an item of significant value, the Grootslang makes a Tusk Attack against that creature.
Regional Effects
The region surrounding the Grootslang’s lair is warped by its magic, which creates one or more of the following effects:
- Gemstone Growth. Precious gemstones grow unnaturally large within a mile of the lair, embedded in rocks and cavern walls.
- Echoes of the Ancients. Faint, eerie whispers of ancient languages echo throughout the caverns near the Grootslang’s lair, unnerving trespassers and disorienting those unfamiliar with the terrain.
- Guardian’s Rest. Any creature that takes a long rest within 1 mile of the Grootslang’s lair experiences haunting visions of the Grootslang, making it impossible to gain any inspiration from resting.
If the Grootslang dies, these effects fade over the course of 1d10 days.
Treasure
The Grootslang’s lair is strewn with precious gemstones, raw diamonds, and an assortment of ancient, enchanted items reflecting its vast wealth. Its treasure hoard often includes:
1d4 very rare gemstones (worth 1,000 gp each)
Gem of Brightness (d8 charges left)
Elemental Gem (Aquatic – Sapphire)
Amulet of Proof against Detection and Location
3d6 Rare gemstones (worth 500 gp each)
D&D 5E Epic Monsters: Grootslang
D&D 5E – Epic Monsters: Grootslang | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
This monster is said to lair in a diamond-filled cave in Richtersveld (in South Africa) called the Bottomless Pit and Wonder Hole, said to be a tunnel to the sea 40 miles away (64 kilometers).
The enormous snake (20–30 feet long and with a head nearly a foot across) prefers warmer waters and fine stones, trading the lives of its victims in exchange for valuable jewels. Its creation was thought by the gods to be a mistake so they split them all into snakes and elephants—except one grootslang escaped, spawning more of itself afterward.
Grootslang
Gargantuan monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 145 (10d20+40)
Speed 40 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
24 (+7) | 13 (+1) | 18 (+4) | 19 (+4) | 14 (+2) | 9 (–1) |
Skills Athletics +10, Insight +5, Perception +5, Persuasion +5, Stealth +7
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15
Languages Common
Challenge 8 (3,900 XP)
Ageless. It cannot suffer from frailty of old age, die from old age, or be aged magically.
Magic Resistance. It has advantage on saving throws made against spells and other magical effects.
Serpentine Charge. If Grootslang moves at least 20 feet straight toward a creature and then hits it with a bite or gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, Grootslang can make one constrict attack against it as a bonus action.
ACTIONS
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) piercing damage.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one prone target. Hit: 18 (2d10+7) piercing damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10+7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained. The snake can constrict up to 2 targets at the same time.
Swallow. Grootslang makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Grootslang, and it takes 9 (2d8) bludgeoning damage at the start of each of Grootslang’s turns.
If Grootslang takes 30 damage or more on a single turn from a creature inside it, Grootslang must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Grootslang. If Grootslang dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement per round it was swallowed, exiting prone.
Grootslang
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.
There 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.
Grootslang CR 16 |
XP 76,800 CE Gargantuan magical beast Init +4; Senses Darkvision 120 ft., Scent; Perception +28 |
DEFENSE |
AC 31, touch 11, flat-footed 26 (+4 Dexterity, +1 Dodge, +20 natural, -4 size) hp 283 (21d10+168) Fort +20, Ref +16, Will +12 DR 10/magic; SR 27 |
OFFENSE |
Speed 40 ft., Swim 30 ft. Melee bite +30 (4d8+13/19-20), 2 stomps +25 (2d6+6), tail slap +25 (2d6+6) Space 20 ft.; Reach 20 ft. Special Attacks impaling bite, thunderous stomp (DC 28), trample (2d6+19, DC 33) |
STATISTICS |
Strength 36, Dexterity 19, Constitution 26, Intelligence 15, Wisdom 20, Charisma 15 Base Atk +21; CMB +38; CMD 53 (55 vs. trip) Feats Awesome Blow, Bleeding Critical, Cleave, Critical Focus, Dodge, Improved Bull Rush, Improved Critical (bite), Mobility, Multiattack, Power Attack, Spring Attack Skills Acrobatics +15 (+19 when jumping), Bluff +4, Intimidate +15, Perception +28, Sense Motive +13, Stealth +10, Swim +45 Languages Aquan, Common, Draconic SQ aquatic elusion, hold breath |
SPECIAL ABILITIES |
Aquatic Elusion (Su) 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 (Ex) It can make a bite attack against any creature it is grappling with its tail. If this attack hits, it is automatically treated as a critical threat. Thunderous Stomp (Ex) 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 |
ECOLOGY |
Environment warm lakes and rivers Organization solitary Treasure double (at least 50% gems) |
Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. |