Gargantuan Monstrosity, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 306 (13d20 + 169)
Speed 50 ft.
STR
23 (+6)
DEX
12 (+1)
CON
17 (+3)
INT
20 (+5)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws STR +12, INT +11
Senses Darkvision 180ft, Passive Perception 10
Languages The grootslang can read and speak all non-magic languages.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Siege Monster. The grootslang deals double damage to objects and structures.

 

Actions

Multiattack. The grootslang can use its Frightful Presence. It then makes three attacks: one with its tail, one stomp or gore, and one bite or swallow.

Stomp. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Tail. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (5d6 + 6) piercing damage.

Swallow. The grootslang makes one bite attack against a large or smaller creature. If the attack hits, the target is swallowed. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the grootlsang, and it takes 21 (6d6) acid damage at the start of each of the grootslang's turns. If the grootslang takes 30 or more damage on a single turn from the swallowed creature, the grootslang must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the grootslang. If the grootslang dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 15 feet of movement, exiting prone.

Frightful Presence. Each creature of the grootslang's choice that is within 120 feet of the grootslang and aware of him must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the grootslang's Frightful Presense for the next 24 hours.

Legendary Actions

The grootslang can take 2 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.

Slither. The grootslang moves up to half of its walking speed.

Tail Attack. The grootslang makes a tail attack.

Stomp Attack. The grootslang makes a stomp atack.

Tailspin (Costs 2 Actions). The grootslang makes a sweeping arc with its tail. Each creature in a 30-foot radius centered on the grootslang must succeed on a DC 17 Dexterity saving throw or a DC 20 Strength saving throw or take 13 (2d6 + 6) bludgeoning damage, be pushed back 10 feet, and be knocked prone on a failed save, or half as much damage on a successful one without the additional effects.

Description

Grootslangs, or "the Great Snakes," are colossal and covetous monsters with a lineage as old as the material realm. True to their name, they resemble enormous serpents with the torso and tusks of an elephant, though scaled much larger than either creature alone with adults able to grow more than 60 feet long and rise over three stories tall on their two legs.

They have tremendous cunning and intellect, and are able to set traps to capture prey and intruders. With enough sustenance they can live indefinitely, and the oldest carry the memories of history from ancient times.

Lair and Lair Actions

Grootslangs dwell in enormous caverns and aquifers under the surfaces of deserts and barren wilds, occasionally burrowing as deep as the underdark. Their caves are known as the "Wonder Holes" or "Bottomless Pits", and are timelessly surrounded by legends. The caverns and tunnels are always filled with diamonds and other naturally-occurring gemstones which crystalize rapidly from the grootslang's presence, and are guarded jealously by the creature; it is for this reason that grootslangs never share their lairs with their own kind.

Despite this covetous defense of their lairs and hordes, a grootslang will attempt to flee if an encounter is going poorly rather than fight to the death; it realizes that it has the natural longevity to regain its lost treasure, but only if it survives. Because of this, a grootslang lair always has an escape route, usually leading to the sea or other large body of water.

Lair Actions

On initiative count 20 (losing initiative ties), the grootslang takes a lair action to cause one of the following effects; the grootslang can’t use the same effect two rounds in a row:

  • Part of the ceiling collapses above one creature that the grootslang can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • Water courses through the lair, flooding the ground in a 120-foot radius centered on the grootslang and rises to a height of 3 feet. Each creature in this radius must succeed on a DC 15 Strength saving throw or take 3 (1d6) bludgeoning damage and knocked prone. The flooded area is difficult terrain until initiative count 20 on the next round, at which point the water recedes.

Regional Effects

The region containing a legendary grootslang’s lair is enchanted, which creates one or more of the following effects:

  • Gemstones (especially diamonds) crystalize and form abundantly within 3 miles of the lair.
  • Rivers, streams, and other bodies of moving water within 6 miles of the lair gradually flow towards the lair, even to the point of disrupting natural pattern or gravity.

If the grootslang dies, these effects fade over the course of 1d10 days.

Habitat: DesertUnderdark

700Wanders

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