🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Blood-Pear TreeCreature 17


UniqueHugeEvilUndeadUnholy
Source Pathfinder #191: The Destiny War
Perception +29 (darkvision)
Languages Arboreal, Fey, Necril, (can't Speak Any Language)
Skills Athletics +32, Stealth +30
Str +9, Dex +5, Con +6, Int -2, Wis +6, Cha +2

AC 38; Fort +31; Reflex +26; Will +27;
HP 350 (void healing)
Speed 20 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Axe Vulnerability 15, Fire 15
Resistances Bludgeoning 15, Piercing 15

Branch One Action +34 (+29, +24) to hit (reach 15) 3d12+17 Bludgeoning
Root One Action +34 (+30, +26) to hit (agile, reach 20, trip) 3d8+17 Bludgeoning
Bloody Pear One Action +30 (+25, +20) to hit (splash) 2d6+12 Bludgeoning + 2d6 Poison

Axe Vulnerability

The Blood-Pear Tree takes 15 additional damage from axes.

Plant

When it isn't in danger, the corpseroot spends 1 minute rooting to the earth, becoming planted in place. While the corpseroot is planted and immobile, creatures must actively Seek and succeed at a DC 36 perception check (DC 40 perception in forests) to detect the corpseroot's true nature.

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.

Take Root One Action (primal)

Frequency once per round

Requirements The Blood-Pear Tree has a creature Grabbed or Restrained


Effect The Blood-Pear Tree buries its roots into the creature, dealing (2d6+17) piercing damage (DC 38 fortitude save). On a failure, the creature is Enfeebled 1 (or increases the value by 1 if already enfeebled), and the corpseroot regains 15 healing HP. If this would make a creature Enfeebled 5, the creature dies.

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.


Corpseroots are rotten, undead trees that grow bright-red poisonous fruit and spread blight to surrounding plants, transforming healthy trees into new corpseroots. These cunning killers drain the life from creatures through their root systems, posing as dead trees until their victims come within reach.

Corpseroots most commonly form from rotten husks of trees that died from supernatural blights, making them common threats in the Fangwood and Fierani forests. The most powerful are ancient trees used as shrines and sacrificial altars, their roots absorbing the blood, flesh, and terror of those condemned under their boughs. Some of these ancient corpseroots still command the respect and devotion of the cults that inadvertently created them.


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.

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.