Size:
Gargantuan
Type:
Monstrosity
Form:
Temper:
temperamental
# App:
1d2
Lair:
Diet:
Combat Dice: 0
Hit Points: 100 + 2d20
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 stomps
25 (2d6+6)
Action
bite
30 (4d8+13/19-20)
Action
tail slap
25 (2d6+6)
Special (Ex)
Thunderous Stomp

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample
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.
Special
|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample
A grootslang 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 hit.
Special
|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample
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 Breath save or be knocked prone.
Special
|Aquatic Elusion|Impaling Bite|Thunderous|Stomp|Trample
You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Awesome Blow
Action
Feat 10
Power Attack
Action
Feat 11
Spring Attack
Action
Feat 2
Bleeding Critical
Action
Feat 3
Cleave
Action
Feat 4
Critical Focus
Action
Feat 5
Dodge
Action
Feat 6
Improved Bull Rush
Action
Feat 7
Improved Critical (bite)
Action
Feat 8
Mobility
Action
Feat 9
Multiattack
Action
Melee 1
bite +30 (4d8+13/19-20)
Action
Melee 2
2 stomps +27 (2d6+6)
Action
Melee 3
tail slap +27 (2d6+6)
Special
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.
Special
Impaling Bite (Ex)
A grootslang can make a bite attack against any creature it is grappling. If this attack hits, it is automatically treated as a critical threat.
Special
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.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Aquatic Elusion
Circumstance: The grootslang is fully immersed in water;
The grootslang teleports to another body of water within 1 mile that is wide enough to hold the grootslang.
Ability
Attack of Opportunity [Reaction]
Ability
Deep Breath
A grootslang can hold its breath for 1 hour.
Ability
Defensive Coil
The grootslang coils its body. It gains 20 resistance against physical attacks until the start of its next turn.
Ability
Greater Constrict
tail only, 2d12+12 bludgeoning, DC 34
Ability
Swallow Whole
jaws only, Huge, 3d12+10 bludgeoning, Rupture 37
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
foot +30 [+25/+20] (magical, reach 20 feet), Damage 3d12+15 bludgeoning
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Language
Aquan
Draconic
Mwangi
Perception
darkvision
scent (imprecise) 60 feet