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Coiled ConiferCreature 13


RareHugeElementalMutantPlantWood
Source Pathfinder #203: Shepherd of Decay
Perception +21 (darkvision, tremorsense (imprecise) 120 feet)
Languages none
Skills Athletics +27, Stealth +24
Str +8, Dex +5, Con +7, Int -4, Wis +2, Cha -1

AC 34; Fort +26; Reflex +22; Will +19;
HP 238
Speed 20 feet
Immunities acid, poison
Weaknesses Axe Vulnerability 15, Fire 15
Resistances Bludgeoning 15, Piercing 15

Branchy Maw One Action +27 (+22, +17) to hit (deadly d10, reach 15) 3d10+14 Piercing
Root One Action +27 (+23, +19) to hit (agile, reach 15, trip) 3d8+14 Bludgeoning

Tremorsense (Imprecise) 120 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Regurgitate Sap Reaction

Trigger A creature Grabbed or Restrained by the coiled conifer attempts to Escape


Effect Sticky, caustic sap wells up in the conifer's maw. The DC of the Escape check increases by 2, and the creature takes 3d12 acid damage (DC 33 reflex save).

Greater Constrict One Action

(2d10+9) bludgeoning, DC 33 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Sap Spray Two Actions (primal)

The coiled conifer spews bile-like sap in a 60-foot cone. Creatures in the area take 7d12 acid damage (DC 33 reflex save) and become Sickened 1 (Sickened 2 on a critical failure).

The coiled conifer can't use this ability again for 1d4 rounds.

Slithering Roots One Action

Requirements The coiled conifer has at least one creature Grabbed


Effect The coiled conifer Strides up to its full Speed, taking any creatures it has grabbed with it.

Swallow Whole One Action (attack)

Large, (3d6+9) bludgeoning, Rupture 24


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved 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 as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

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

Push 10 feet One Action

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


Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.


This bent and slithering entity is barely identifiable as a tree. Tentacle-like roots extend from its trunk in odd places, meeting tumorous knots filled with caustic sap.


The Plane of Wood contains many unique ecosystems formed around species of wondrous trees; when Ayrzul's Blight mutates one of these trees rather than killing it, it can have a cascading effect on the tree's biome. Multiple species often mutate in tandem, becoming warped mockeries and a vector for Ayrzul's Blight. These "blight bonded" creature families are parasites and predators and typically form twisted symbiotic relationships.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Mutant

The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.

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.

Wood

Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.