Arboreal ShepherdCreature 5
Perception +15 (low light vision)
Languages Arboreal, Common, Fey, Speak With Animals
Skills Athletics +11, Diplomacy +12, Nature +14, Stealth +8
Str +4, Dex +1, Con +3, Int +2, Wis +5, Cha +3
AC 22; Fort +12; Reflex +10; Will +14;
HP 80
Speed 25 feet
Weaknesses Axe Vulnerability 5, Fire 5
Resistances Bludgeoning 5, Piercing 5
Branch
+15 (+10, +5) to hit (reach 15) 2d8+6 BludgeoningConstant Spells
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Axe VulnerabilityAn arboreal shepherd takes 5 additional damage from axes.
Defend the Friends
Trigger An animal within the arboreal shepherd's reach takes area damage or splash damage from an effect
Effect The arboreal shepherd partly shields the creature. Reduce the damage dealt to the animal by an amount equal to [/gmr 1d10 #Reduced Damage] + the animal's weakness to the effect, if any. The arboreal shepherd takes an equal amount of damage.
Exalt the Little Ones
(auditory, linguistic, primal)The arboreal shepherd encourages its friends to overcome titanic odds. For 1 round, allies with the animal trait in a 50-foot radius gain a +1 status bonus to attack rolls, damage rolls, and saving throws. If the animals have the swarm trait, the saving throw DCs to resist their damaging actions gain a +1 status bonus. This bonus increases to +2 for allies whose level is 2 or lower.
Effect: Exalt the Little Ones
Healing Haven
(healing, manipulate)Frequency Once per hour
Effect The arboreal shepherd scoops up a willing Medium or smaller animal (or animal with the swarm trait) within its reach, sequestering the animal into a recess in the arboreal's trunk. While sequestered, the animal cannot act, gains greater cover, and gains fast healing 5. At the beginning of its turn after regaining Hit Points, the animal can choose to exit by reappearing in any space adjacent to the arboreal as a free action.
Primal Innate Spells (DC 22, +14 to hit)
1st Level: Animal Allies
2nd Level: Animal Messenger, Speak with Animals (Constant)
Shepherds develop an eccentric fascination with local fauna. These shepherds eagerly bear fruit to feed their friends, provide roosts for bats, and invite beasts to gnaw nesting niches directly into their trunks.
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.