Arboreal SapstrikerCreature 6
Perception +17 (low light vision, scent (imprecise) 60 feet)
Languages Arboreal, Common, Fey
Skills Athletics +13, Nature +11, Stealth +11, Survival +15
Str +4, Dex +3, Con +5, Int +2, Wis +4, Cha +1
AC 23; Fort +17; Reflex +11; Will +16;
HP 115
Speed 25 feet
Weaknesses Axe Vulnerability 5, Fire 5
Resistances Bludgeoning 5, Piercing 5
Branch
+17 (+12, +7) to hit 2d8+6 BludgeoningSap
+17 (+13, +9) to hit (agile) 2d6+6 BludgeoningAxe Vulnerability
An arboreal sapstriker takes 5 additional damage from axes.
Primal Sink
Trigger An arboreal sapstriker succeeds or critically succeeds at a saving throw against a primal effect
Effect The sapstriker gains a +1 status bonus to attack rolls, saving throws, skill checks, and sap saving throw DC for [/gmr 1d4 #rounds] rounds.
Amber Tomb
Trigger A foe critically succeeds at a Strike against the arboreal sapstriker with a weapon that deals piercing or slashing damage, or a foe deals damage to an arboreal sapstriker with an axe
Effect The arboreal sapstriker attempts to Disarm the triggering foe's weapon, using its Fortitude modifier in place of its Athletics modifier. If it critically succeeds, the weapon is lodged into the sapstriker rather than falling to the ground. A creature can retrieve a lodged weapon by Disarming the sapstriker as if it were wielding the weapon.
SapA creature that takes damage from an arboreal sapstriker's branch or sap Strike must succeed at a DC 23 reflex save or take 1d8 persistent,acid damage. While taking the persistent damage, a creature takes a –10-foot status penalty to its Speeds.
Some coniferous arboreals develop viscous sap that they use to trap trespassers. Dozens of half-hardened rivulets drip from their bark, ready to ensnare weapons or even capture airborne particles. Sapstrikers act as bounty hunters who delight in tracking down and punishing loggers.
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.
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
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.
PlantVegetable 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.