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Avathrael RealmshaperCreature 12


UniqueHugeDragonPlantShadow
Source Pathfinder #202: Severed at the Root
Perception +25 (greater darkvision, scent (imprecise) 60 feet, shadowsense (vague) 250 feet)
Languages Arboreal, Common, Draconic, Fey, Shadowtongue, Speak With Plants, Truespeech
Skills Lore +27, Lore +27, Lore +27, Acrobatics +19, Arcana +25, Athletics +21, Crafting +25, Intimidation +20, Nature +25, Occultism +25, Survival +25
Str +5, Dex +3, Con +5, Int +7, Wis +7, Cha +4

AC 32; Fort +21; Reflex +19; Will +25; +1 status to all saves vs. magic
HP 214
Speed 40 feet (fly 100 feet)
Immunities paralyzed, poison, sleep, stunned, void

Jaws One Action +26 (+21, +16) to hit (magical, reach 15, unarmed) 3d10+11 Piercing + 1d8 Poison
Razor Tail One Action +24 (+19, +14) to hit (magical, reach 20) 4d8+11 Bludgeoning + 1d8 Bleed
Shadow Claws One Action +26 (+22, +18) to hit (agile, magical, reach 10) 2d8+11 Bludgeoning
Seedpod One Action +22 (+17, +12) to hit 2d6+11 Bludgeoning + 1d6 Poison

Shadowsense

The shadows of Gloaming Arbor are an extension of Avathrael, and they can sense creatures in areas of dim light or darkness.

+1 Status to All Saves vs. MagicFloral Defense Reaction (plant)

Trigger Avathrael is the target of a physical attack


Effect Avathrael raises their plant-covered wings to block the incoming blow. They gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses, it's deflected by Avathrael's wing, causing some of the dangerous plants growing on the wing to burst and release a cloud of toxic pollen. The triggering creature takes 2d10 poison damage (DC 29 fortitude save). On a critical failure, the triggering creature is also Sickened 1.

Frightful Presence (aura, emotion, fear, mental)

90 feet. DC 29 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Draconic Momentum

Avathrael recharges their Poison Breath whenever they score a critical hit with a Strike.

Poison Breath Two Actions (poison, primal)

Avathrael exhales a cloud of sweet-smelling poisonous gas that deals 13d6 poison damage in a 50-foot cone (DC 32 fortitude save). A creature that critically fails is also Sickened 2. Avathrael can't use Poison Breath again for 1d4 rounds.

Shadow Step One Action (arcane, healing, teleportation)

Frequency twice per day


Effect Avathrael teleports with the effects of a 4th-rank Translocate spell, but Avathrael must begin and end the teleportation effect in an area of dim light or darkness. If they use 2 actions to activate this ability, Avathrael also regains 8d10 healing Hit Points. Avathrael can't use Shadow Step again for 1d4 rounds.

Shape Shadow Realm Two Actions (arcane, concentrate, shadow)

Avathrael mentally reshapes their realm, reshaping terrain and creating obstacles to hinder their foes. All squares within a 50-foot burst become difficult terrain. Creatures in the area take 10d6 void damage (DC 32 reflex save) from the shadows. On a failure, that creature is additionally Grabbed by the malleable shadows ([/act escape dc=32]). At the beginning of Avathrael's turn, each creature that's grabbed takes 4d6 void damage. Avathrael can't use Shape Shadow Realm again for 1d4 rounds.

Snuff Light Free Action

Frequency once per round


Effect Avathrael exhales, automatically extinguishing all non-magical lights within 100 feet. Avathrael attempts to counteract each light source within 100 feet (+22 counteract).

Woodland Stride

Avathrael ignores difficult terrain and greater difficult terrain from non-magical foliage.


Arcane Innate Spells (DC 32, +24 to hit)

Cantrips (6th Level): Detect Magic, Figment, Prestidigitation, Read Aura, Sigil
2nd Level: Darkness, Darkness (At Will)
3rd Level: Chilling Darkness, Inscrutable Mask
5th Level: Illusory Scene, Shadow Blast, Umbral Journey

Primal Innate Spells (DC 32, +24 to hit)

Cantrips (6th Level): Tangle Vine
1st Level: Vanishing Tracks (Constant)
2nd Level: One with Plants, Shape Wood (At Will)
3rd Level: Speak with Plants (Constant), Wall of Thorns
5th Level: Nature's Pathway, Truespeech (Constant)
6th Level: Nature's Reprisal, Tangling Creepers


Rituals

Blight, Plant Growth, Dread Ambience, Awaken Animal, Commune, Primal Call, Ward Domain



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

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.

Shadow

This magic involves shadows or the energy of the Netherworld.