🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Arboreal SaplingCreature 2


LargePlant
Source Pathfinder #201: Pactbreaker
Perception +11 (low light vision)
Languages Arboreal, Common, Fey
Skills Athletics +8, Nature +5, Stealth +6
Str +4, Dex +0, Con +3, Int +0, Wis +3, Cha +1

AC 17; Fort +11; Reflex +6; Will +9;
HP 35
Speed 20 feet
Weaknesses Axe Vulnerability 5, Fire 5
Resistances Bludgeoning 3, Piercing 3

Fist One Action +11 (+6, +1) to hit (unarmed) 1d10+4 Bludgeoning
Branch One Action +10 (+5, +0) to hit (reach 10) 1d8+4 Piercing

Axe Vulnerability

An arboreal sapling takes 5 additional damage from axes.

Shaky Footing

When an arboreal sapling critically fails an attack roll or Reflex saving throw, it becomes Prone unless it succeeds at a DC 11 flat.

Timber! Reaction

Trigger An arboreal sapling that is not Prone either becomes prone or is reduced to 0 HP


Effect The arboreal sapling topples over, dealing 2d6 bludgeoning damage to itself and to creatures in a 10-foot line (DC 16 reflex). Creatures that critically fail the saving throw are also knocked prone.


Young arboreals often appear lanky and uncoordinated. Their awkwardness belies their burgeoning strength and decades of natural studies.


An arboreal's abilities gradually change as it grows, explores, and fulfills its forest's needs. After decades of life as an unremarkable tree, an arboreal sapling uproots itself to discover its greater purpose, often guided by elders.

Always Growing

An arboreal sapling gradually grows into a more powerful form, such as an arboreal warden, filling whatever niche suits its interests and environment. However, even centuries later, an arboreal can slowly reshape itself to fill a new role, such as a warden transforming into an arboreal regent after their predecessor's retirement.

Occult Nutrients

While drawing water, nutrients, and trace primal energy from the soil, an arboreal sometimes absorbs psychic impressions that shape its growth. Taking root in haunted landscapes or abandoned fairgrounds can result in truly sinister or frolicsome arboreals.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.