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Arboreal SnagCreature 3


UncommonLargeEvilMindlessUndeadUnholy
Source Pathfinder #182: Graveclaw
Perception +8 (darkvision)
Languages none
Skills Athletics +10, Intimidation +7, Stealth +7
Str +4, Dex +1, Con +3, Int -5, Wis +1, Cha +0

AC 19; Fort +12; Reflex +6; Will +8;
HP 45 (void healing)
Speed 20 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Axe Vulnerability 5, Fire 5
Resistances Bludgeoning 5, Piercing 5

Branch One Action +12 (+7, +2) to hit (reach 10) 1d10+6 Bludgeoning
Root One Action +12 (+7, +2) to hit 1d8+6 Bludgeoning
Rock One Action +12 (+7, +2) to hit (brutal) 1d8+6 Bludgeoning

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Axe Vulnerability

An arboreal snag takes 5 additional damage from axes.

Putrid Sap (disease, primal)

If the arboreal snag takes damage from a piercing attack, nauseating green pus spurts from the wound. Creatures within 10 feet of the snag must succeed at a DC 20 fortitude save or be Sickened 1 (Sickened 2 on a critical failure). Creatures that attempt this save are then temporarily immune for 1 hour.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Knockdown One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.


Arboreals can be victims of undeath like any other living creature, but without bones or flesh, their undead take a different form. When an arboreal shivers to life as undead, it often animates as a snag-a leafless, skeletal dead tree that haunts its forest, attacking any living creature it can catch. An arboreal snag is mindless and difficult to control, but some necromancers use them as forest guardians.

While many arboreals are comfortable remaining still for prolonged periods of time, arboreal snags tend to be restless, meandering in a region they consider their domain. This territory is sometimes evident from battered forest animals or trampled undergrowth that litters the ground, but forest creatures soon learn to avoid the area entirely. It doesn't take long for regions haunted by arboreal snags to grow desolate and unhealthy, and locals often dub such regions as haunted or cursed.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.