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Blooming GuardianCreature 15


LargeBeast
Source Pathfinder Howl of the Wild
Perception +29 (low light vision, scent (imprecise) 40 feet)
Languages Fey, Speak With Animals, Speak With Plants
Skills Athletics +30, Intimidation +21, Nature +29, Survival +27
Str +5, Dex +3, Con +5, Int +1, Wis +3, Cha +1

AC 36; Fort +32; Reflex +23; Will +25;
HP 360
Speed 50 feet
Weaknesses Fire 15
Resistances Void 15

Antlers One Action +28 (+23, +18) to hit 4d12+5 Piercing
Hooves One Action +26 (+21, +16) to hit 4d10+5 Bludgeoning

Petal Form

The blooming guardian can dissipate momentarily into a swirling cloud of petals and pollen to pass over brambles and slip through cracks. When Striding in woodland terrain, the blooming guardian ignores difficult terrain and can pass through obstacles so long as there is a small passageway.

Buck Reaction

DC 36 reflex


Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.


Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Budding Siphon One Action (aura, primal, stance, void)

20 feet. A blooming guardian is in a constant state of decomposition; to keep this entropy at bay, the flowers that cover their antlers continually siphon life from the surrounding area. All living creatures that enter or start their turn in the emanation take 6d4 void damage (DC 36 fortitude save). At the start of their turn in any round that the blooming guardian deals damage with siphoning buds, they gain 10 temporary Hit Points, plus 2 temporary Hit Points for each creature damaged beyond the first since the blooming guardian's last turn, to a maximum of 20 temporary Hit Points.

Full Bloom One Action (poison, primal, stance)

The flowers on the blooming guardian's antlers bloom, unveiling their brilliance as they eat away at their host. While in this stance, the blooming guardian's Strikes deal an additional 2d4 poison damage plus 5 persistent poison damage; on a hit, a target must succeed at a DC 36 fortitude save or become Enfeebled 2. The blooming guardian takes 5 persistent,poison damage as long as it's in Full Bloom.

Goring Charge Two Actions

The blooming guardian Strides twice and makes an antlers Strike after either Stride. If the Strike hits, the blooming guardian deals an extra 2d12 bludgeoning damage, and the target takes a –2 circumstance penalty to its next Fortitude save against blossom siphon.

Wail of the Forest Two Actions (primal, void)

Requirements The blooming guardian is in Full Bloom


Effect The blooming guardian confronts their mortality, causing their flowers to burst and spray their pollen. All creatures in a 40-foot cone take 10d10 void damage with a DC 36 fortitude save. The blooming guardian then exits Full Bloom and can't enter it again for 1d4 rounds.


Critical Success No effect.

Success The creature takes half damage.

Failure The creature takes full damage and becomes Drained 1. Creatures that are Enfeebled lose that condition and increase the drained condition by the same value.

Critical Failure As failure, but double damage.


Primal Innate Spells (DC 33, +0 to hit)

2nd Level: Speak with Animals (Constant)
3rd Level: Animal Vision, Speak with Plants (Constant)


The pestilent blossoms adorning the antlers of a blooming guardian are most beautiful in moonlight, when they achieve full bloom and reveal their celestial glow. When blooming guardians near the end of their life cycle, they walk one final patrol of their forest as their ancient body decomposes into the understory.


Traits

Common

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.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.