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Grootslang: Mythical Beast Guide

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217 views5 pages

Grootslang: Mythical Beast Guide

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Grootslang

Deep beneath the earth lies


an ancient horror known as the
grootslang. This terrifying hybrid
measures 50 feet long, with the body
of a powerful, sinuous snake ending in
an elephant head with serpentine eyes
that shine like gemstones and multiple
pairs of twisted tusks coated with toxic
mucus. Any creature pierced by these tusks Others say the grootslang are even older, created by
is inflicted with a venom that impedes their ability eldritch gods as terrible minions. When these eldritch gods
to cast complex spells. Even those wise enough to keep were eventually overthrown to make way for mortal life by
their distance may be dismayed to learn that the grootslang today’s pantheons, the grootslang were destroyed.
can spray its poison with its twisted, snakelike trunk. Few However, some of these grootslang managed to survive
creatures are strong enough to contest the grootslang’s their original culling at the hands of the gods, slithering into
physical might, as even a stone giant caught within its coils the deep crevices of the world. Those that survived have
will be crushed. hidden themselves from the eyes of divinity and their mortal
Within this distorted creature is an even more hideous worshipers.
mind. The grootslang's intellect rivals the most scholarly of Hoarder of Diamonds. Grootslang lairs are usually
wizards or the most cunning of devils. Its instincts surpass located in caverns far beneath the ground in remote
even those of the most seasoned rangers or wild beasts. It wastelands. These entrances are inconspicuous. Hidden in
will not easily fall for traps or be goaded and quickly adapts the depths of a grootslang’s lair are hordes of diamonds
its assault to leverage any weaknesses it gleans in its foes. As which it has dug out from the earth. Many adventurers have
a final testament to its alien nature, the grootslang emits a heard of these vast caverns of wealth and have embarked on
sound that is a mix between an elephant’s trumpeting and a foolhardy expeditions to acquire the treasure, only to be
snake’s hissing. Any creature that hears this sound will find grossly unprepared to face what lies within. The items of
their mind clouded and filled with bewildering thoughts, value they carry often end up added to the grootslang’s hoard,
making them easy prey. though none are worth more to the creature than diamonds.
Ancient Mistake. Accounts of this abomination are rare to Primordial Grootslang. Some speak of the primordial
near nonexistent, as almost none who have encountered this grootslang, a more powerful variant of the species. The few
archaic amalgamation survived to tell the tale. Those who sources that mention this deviant claim that these are the
have often attempt to forget they ever saw such a loathsome grootslang that survived the original extermination of their
creature. Some texts say that this perplexing beast was kind. The weaker versions were supposedly spawned or
fashioned by the gods when they first began to create life in created afterward with some sort of strange magic by the
the world. Novice in the art of creating wild beasts, they primordial grootslang. Some even claim there is only one
created the grootslang with far too much power and intellect. primordial grootslang, and that it has its own mortal
Realizing their error, they began to dismember their creation, warlocks who serve it, gathering wealth. What these
fashioning it into the first snakes and elephants that walked warlocks exchange with their elephantine master remains
the world. unknown.

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Grootslang Trunk. The grootslang can grasp objects with its trunk
and use it as a snorkel. The trunk has a reach of 30 ft.
Gargantuan aberration, neutral evil
and can lift up to 2000 pounds. It can perform simple
tasks such as lifting, dropping, holding, pushing, or
Armor Class 18 (natural armor) pulling an object or a creature; opening or closing a
Hit Points 297 (18d20 + 108) door or container. It cannot wield weapons or shields or
Speed 50 ft., swim 50 ft., burrow 30 ft. do anything that requires manual precision.
Tunneler. The grootslang can burrow through solid rock
STR DEX CON INT WIS CHA at half its burrow speed and leaves a 10-foot-diameter
tunnel in its wake.
27 (+8) 16 (+3) 22 (+6) 19 (+4) 22 (+6) 18 (+4)
Actions
Skills Insight +12, Intimidation +18, Perception +12, Multiattack. The grootslang makes two attacks: one with
Stealth +9 its Poisonous Gore or Constrict and one with its Coiling
Senses darkvision 120 ft., blindsight 30 ft., tremorsense Trunk, Poison Spray, or Throw.
60 ft., passive Perception 22
Languages Deep Speech, telepathy 120 ft. Poisonous Gore. Melee Weapon Attack: +14 to hit,
Challenge 17 (18,000 XP) Proficiency Bonus +6 reach 20 ft., one target. Hit: 30 (4d10 + 8) piercing
damage plus 27 (6d8) poison damage. If the grootslang
Crevice Crawler. The grootslang can move through and moved at least 20 feet straight toward the target
stop in a space large enough to fit a creature one size immediately before the hit, the target must succeed on
smaller than it without squeezing. a DC 22 Strength saving throw or be knocked prone. If
the target is knocked prone, the grootslang can make
Grootslang Venom. Whenever a creature takes poison one Constrict attack against it as a bonus action.
damage from the grootslang, it must make a DC 20
Constitution saving throw or be poisoned. While Coiling Trunk. Melee Weapon Attack: +14 to hit, reach
poisoned this way, the target can't cast spells that are 30 ft., one target. Hit: 13 (1d10 + 8) bludgeoning
3rd level or higher. At the end of each of its turns, the damage. If the grootslang's trunk is not holding
target repeats the saving throw, taking 13 (3d8) poison anything and the target is a Huge or smaller creature,
damage on a failed save, and ending the effect on a the target is grappled (escape DC 22). Until this
successful one. If the creature fails this repeated saving grapple ends, the creature is restrained and the
throw by 5 or more, it becomes paralyzed until the grootslang can't grapple another creature with its
poison ends. Coiling Trunk.
Keen Hearing and Smell. The grootslang has advantage Poison Spray. Ranged Spell Attack: +14 to hit, range
on Wisdom (Perception) checks that rely on hearing or 150 ft., one target. Hit: 13 (3d8) poison damage. The
smell. grootslang can make this attack while it has a creature
grappled with its trunk.
Magic Resistance. The grootslang has advantage on
saving throws against spells and other magical effects. Fling. The grootslang chooses one object or creature it
is holding or grappling and throws it up to 60 feet
Telepathic Shroud. The grootslang is immune to any away. If the target hits a solid surface, it takes 19 (2d10
effect that would sense its emotions or read its + 8) damage and lands prone. If the thrown target
thoughts, as well as to all divination spells. would hit another creature, the creature that would be
Trumpeting Hiss. At the start of the grootslang's turn, hit must make a DC 17 Dexterity saving throw. On a
each creature of the grootslang's choice within 120 failed save, the creature is hit, takes 19 (2d10 + 8)
feet that can hear it must succeed on a DC 20 bludgeoning damage, and is knocked prone if it is Huge
Intelligence saving throw or be befuddled for 1 minute. or smaller. On a successful save, it dodges out of the
Creatures with an Intelligence of 2 or lower are way, takes no damage, and is not knocked prone.
unaffected. While befuddled, a creature rolls a d6 and Constrict. Melee Weapon Attack: +14 to hit, reach 20
subtracts the number rolled from all its attack rolls and ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.
ability checks, as well as its Constitution saving throws The target is grappled (escape DC 22). Until this
to maintain concentration. A creature can repeat the grapple ends, the creature is restrained, and the
saving throw at the end of each of its turns, ending the grootslang can't constrict another target or burrow.
effect on a success. The effect ends on a successful
Intelligence saving throw at the end of its turn. Once a Crush. Each creature the grootslang has grappled must
creature succeeds on the saving throw or the effect make a DC 22 Strength saving throw, taking 52 (8d10
ends for it, it is immune to the grootslang's Trumpeting + 8) bludgeoning damage on a failed save, or half as
Hiss for the next 24 hours. much damage on a successful one. If the target fails the
saving throw by 10 or more or automatically fails, the
damage is doubled. If this damage reduces the target to
0 hit points, it dies.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Grootslang lair
Grootslangs make their lairs in diamond-filled caves located
Regional Effects
The region containing the grootslang's lair is warped by its
in remote deserts and wastelands, seeking to avoid unwanted
magic, creating one or more of the following effects:
attention from neighboring civilizations. Their craving for
wealth permeates the surrounding landscape, inducing greed The grootslang is aware of any creature that sleeps within
in those with weak wills, leading them deeper into the heart 6 miles of its lair. It may cause the creature to dream of
of the grootslang's territory, only to fall victim to the vast hordes of diamonds and other troves of wealth. The
monstrosity. Few creatures inhabit the surrounding creature then senses the direction to the lair's location
landscape; those that do are either the hardiest of beasts that until it is within 1 mile of the lair. If the creature is ever
avoid grootslangs or desert and cavern-dwelling humanoids more than 6 miles away from the lair, it loses this sense.
and weaker aberrations that worship the grootslang. These
worshippers may even conduct raids on its behalf, hoping to Divination magic that attempts to locate the grootslang's
find items valuable enough to serve as tribute. lair or any diamonds within 1 mile of the lair automatically
The cavern is a network of tunnels that the grootslang has fails. Examples would be find the path or locate object.
either created or modified, forming a maze of winding
The grootslang is aware of the location of any diamonds
passageways. At the heart of this labyrinth lies the
within 1 mile of its lair and can sense and telepathically
grootslang's hoard, with diamonds and other gems lining
communicate with any creature that is touching them.
every wall, along with various magic items from those who
have perished in confrontation with the grootslang. If the grootslang dies, these effects immediately fade.
While in its lair, the grootslang's challenge rating increases
by 5. Grootslang Tactics
Lair Actions Grootslang's have high Wisdom and Intelligence, which
When the grootslang rolls initiative, its lair awakens to aid it. allows them to evaluate the strengths and weakness of their
Until combat ends or the grootslang dies, the lair possesses foes and choose their tactics appropriately.
an Intelligence of 19 and acts autonomously but always in the Targeting Spellcasters: Prioritizes spellcasters due to
grootslang's best interest. The lair is aware of the location of their typically lower physical stats and vulnerability to venom.
any creatures within it. On initiative count 20 (losing initiative Ambush Tactics: Utilizes burrowing speed to bypass
ties), the lair can use one of the following effects; it cannot frontline characters and target backline ones.
use the same effect two rounds in a row: Grappling: Employs trunk to grapple targets, using
crushing feature when two creatures are grappled.
The lair creates a tiny magical diamond that springs into
Retreat: Flees if below a third of hit points or outmatched,
existence at an unoccupied location of the lair's choice
unless its diamond hoard is threatened.
within range. The diamond lasts until the Grootslang dies
or the diamond is outside the lair for 1 hour. The diamond
has 30 hit points, a damage threshold of 10, an AC of 20,
and resistance to all damage except thunder and Grootslang Adventure Hooks
bludgeoning. It is immune to psychic and poison damage. d4 Plot Hook
Reducing a diamond to 0 hit points destroys it. Only three
diamonds can be created at a time; if the lair creates a The Doomed Diamond Hunters: A renowned explorer
diamond while three are already in existence, one has gone missing during an expedition to find a hidden
previous diamond of the lair's choice is destroyed. 1 diamond hoard. The players are hired to track down the
expedition, only to discover that the explorer’s party
The lair chooses one creature within 15 feet of a diamond has been captured or killed by a grootslang.
it has created, and that creature must make a DC 20
Escape the Coils: The players are captured by a
Charisma saving throw or shrink to a height of 1 inch and
grootslang and must find a way to escape its
be imprisoned inside the diamond. The target is
2 labyrinthine lair, avoiding its deadly coils and toxic
incapacitated and can see out of the diamond and other tusks, while possibly gathering as many diamonds as
creatures can see into it, but nothing else can pass they can carry.
through, even by means of teleportation or planar travel.
The creature is freed and returned to its normal size in Diamond Heist: The players are hired by a wealthy
the nearest unoccupied space when the diamond is merchant to retrieve a specific, incredibly valuable
destroyed. Each diamond can only have one creature 3 diamond from a grootslang’s hoard. They must plan a
trapped within it. heist, evade the grootslang, and escape with the
diamond without being crushed or poisoned.
The lair chooses one creature within 60 feet of a diamond
The Grootslang Ritual: A group of dark warlocks serving
it has created, and that creature must make a DC 20
a primordial grootslang are planning a ritual to
Wisdom saving throw or become infatuated with the
4 summon more of these creatures into the world. The
diamond for the next minute or until it is destroyed. At the
players must stop the ritual, facing both the warlocks
end of each of the target's turns, if it is not holding the and the primordial grootslang itself.
diamond, it takes 18 (4d8) psychic damage.

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Grootslang Loot Example Grootslang Loot Names
You can give the different types of items unique names based
The valuable items looted from grootslang will generally on their material and value to help differentiate them from
come from whatever can be harvested from them. This
one another. The following tables provide example names.
harvesting can usually be done using a Wisdom (Survival)
or Intelligence (Nature) check. However, you may allow Example Grootslang Item Names
players proficient with specific tools to harvest items related
1d4 500gp Item 1,000gp Item 2,000gp Item
to that tool. For example, a character might make a Wisdom
(Leathworker’s Tools) check to harvest the hide of a 1 Cracked Grootslang Prime
grootslang. Alternatively, you can roll for the loot randomly (Bone) Grootslang Tusk Tusk Grootslang Tusk
using a flat modifier.
2 Stringy Grootslang Prime
(Flesh) Grootslang Meat Meat Grootslang Meat
Grootslang Loot Table
The following table describes the number of items and value Prime
3 Clotted Grootslang
of those items the players are able to loot depending on the Grootslang
(Fluid) Grootslang Blood Blood
result of their check or the results of your roll. If they're Blood
making checks, you can have them make a separate check for 4 Tattered Grootslang Prime
each creature they're looting or use one check for multiple (Hide) Grootslang Hide Hide Grootslang Hide
creatures at once to save time.

Grootslang Loot Table


Looting Check Result or 1d20 + 7 Loot Grootslang Art Credit
1-9 1d4(2) 500gp Items Terastodon - Lars Grant-West, Wizards of the Coast
10-12 1d6(3) 500gp Items Gemstone Caverns - Martina Pilcerova, Wizards of the
Coast
13-18 1d4(2) 1,000gp Items
19-22 1d4(2) 2,000gp Items
23+ 2d4(5) 2,000gp Items

Legendary Primordial Grootslang


Available To Patrons!
The even more powerful Primordial Grootslang
comes equipped with new and unique Legendary
Actions, allowing it to challenge even high-level
players on its own. Patrons have access to it on our
Patreon page.
https://www.patreon.com/starsailgames

4
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