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
Actions/Abilities/Traits: Pathfinder 2e