Grootslang
- HP
- 260
- AC
- 18
- DR
- 4
- Attacks
- 2
- Attack
- 3d10+6, 3d8+6
- Size
- Gargantuan
- Alignment
- Impartial Vile (Schemer)
- Intelligence
- High (13-14)
- Magic Resistance
- It cannot be charmed into a worse bargain than it would have taken anyway, and it can tell when it is being enchanted, and it takes that as the end of negotiations.
- Saves
- Quick 1 / Tough 5 / Mind 2
The story is that the first ones were made too powerful by mistake and were split into elephants and serpents to correct it, and that one escaped the splitting. What lives in the deep cave with the water at the bottom is that one. It is enormous, it is cunning, and it likes gems the way other creatures like food. It would genuinely rather be paid than fight, and it will open the negotiation itself, and it keeps to what it agrees.
Special Attack
Names Its Price: no attack roll and no save. It speaks first, states what it wants in stones or worked metal, and will not attack while the offer is being considered in good faith. Coil: bludgeoning, melee 20 ft, +7 to hit, 3d10+6, and a tusk strike, 3d8+6, as its second attack each round.
Special Defense
Paid Off: an offering of gems it considers sufficient ends the encounter outright and it will let the party pass, and take nothing more, and it has never once gone back on that. The DN should set a real price - enough to hurt. Of the Deep Cave: in its own cavern it cannot be flanked, cornered or outmanoeuvred, and it knows where the water is. Reduced to 0 HP it dies, and its hoard is down there, and every party that has taken it has had to get back out past the water.