Grootslang

This enormous beast has the combined features of an elephant and a serpent. Its tremendous maw sports six frightening tusks.
 

Grootslang (CR 16)

Gargantuan Magical Beast
Alignment: Chaotic Evil
Initiative: +4
Senses: Darkvision 120 feet, Scent; Perception +28
  Speed: 40 feet, Swim 30 feet
Space: 20 feet
 

Defense

Armor Class: 31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, -4 size)
Hit Points: 283 (21d10+168)
Saving Throws: Fort +20, Ref +16, Will +12
Damage Reduction: 10/magic
Spell Resistance: 27
 

Offense

Melee: bite +30 (4d8+13/19-20), 2 stomps +27 (2d6+6), tail slap +27 (2d6+6)
Reach: 20 feet
  Special Attacks: impaling bite, thunderous stomp (DC 28), Trample (2d6+19, DC 33)
 

Statistics

StrDexConIntWisCha
36 (+13) 19 (+4) 26 (+8) 15 (+2) 20 (+5) 15 (+2)
Base Attack Bonus: +21
CMB +38 (+40 Bull Rush)
CMD 53 (55 vs. Bull Rush or Trip)
  Feats: Awesome Blow, Bleeding Critical, Cleave, Critical Focus, Dodge, Powerful Maneuvers, Improved Critical (bite), Multiattack, Spring Attack
  Skills: Acrobatics +15 (+19 when jumping), Bluff +4, Intimidate +12, Perception +28, Sense Motive +13, Stealth +10, Swim +45
  Languages: Aquan, Common, Draconic
  Special Qualities: aquatic elusion, Hold Breath

 

Special Abilities

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.

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.

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.
 

Ecology

Environment: Warm Lakes or Rivers
Organization: solitary
Treasure: double (at least 50% gems)

  Legends claim that the grootslang is a primordial creature as old as the world itself. Such tales state that in those ancient days, the gods-new to the crafting of things- made a terrible mistake in the grootslang's creation, for they gave it tremendous strength, cunning, and intellect. Upon realizing their mistake, the gods split the grootslang into separate creatures and thus created the first elephants and the first snakes.
  But one of the original grootslangs escaped, and from this first sire all other grootslangs were born. Scholars debate the veracity of such stories, and have looked to either biological or magical explanations of the creature's origins, but nevertheless bards and sages alike agree that the grootslang's fearsome reputation is well deserved.
  A grootslang's thick, leathery hide has a metallic sheen and a dull copper color, shot through with thin veins of green. Both males and females grow to a length of 60 feet and stand 20 feet tall. Little differentiation exists between sexes save for a lighter green hue to the female's hide. Grootslangs can weigh 20 tons and live up to 500 years.
  All grootslangs covet gems, particularly diamonds, and despite the creatures' lust for cruelty, victims can often bargain for their freedom by offering a grootslang enough precious gems.