Grootslang (5e Creature)
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Gargantuan monstrosity, neutral evil
Legendary Resistance (3/Day). If the grootslang fails a saving throw, it can choose to succeed instead.
Multiattack. The grootslang can use its Frightful Trumpet. It then makes three attacks: one with its gore and two stomps.
Gore. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit: 23 (2d12 + 10) piercing damage.
Stomp. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit: 19 (2d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage.
Frightful Trumpet. Each creature of the grootslang's choice that is within 120 feet of the grootslang and can hear it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on its self on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the grootslang's Frightful Trumpet for the next 24 hours.
The grootslang can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grootslang regains spent legendary actions at the start of its turn.
Detect. The grootslang makes a Wisdom (Perception) check.
Great creatures created by the gods in ancient times, but they proved to be too powerful and were split into snakes and elephants. One grootslang managed to escape and led to the creation of all modern grootslangs. They harbor great animosity towards the gods that attempted to destroy them. They have a love of gemstones, especially diamond, and can be bribed to let people to pass if given such stones.