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Old ThornbarkerCreature 12


UniqueHugeGoodPlantWood
Source Pathfinder #203: Shepherd of Decay
Perception +25 (low light vision, tremorsense (imprecise) 60 feet, all-around vision)
Languages Arboreal, Common, Fey, Muan, Speak With Plants
Skills Lore +28, Athletics +23, Deception +22, Intimidation +22, Nature +25, Stealth +19
Str +7, Dex +0, Con +5, Int +4, Wis +5, Cha +7

AC 33; Fort +23; Reflex +18; Will +25;
HP 230
Speed 25 feet
Weaknesses Axe Vulnerability 10, Fire 15
Resistances Bludgeoning 10, Piercing 10

Branch One Action +25 (+20, +15) to hit (reach 15) 3d10+10 Bludgeoning
Scamp One Action +22 (+17, +12) to hit (splash, thrown 60) 4d6+10 Piercing + 4 Piercing + 4 Poison

Tremorsense

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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

Abeyance Rift

If Old Thornbarker dies unexpectedly before passing on their knowledge in a succession ritual, the amassed lore within their roots and boughs explodes out in a shock wave that deals 8d10 mental damage to creatures within 30 feet (DC 32 will save) before dissipating; those who fail also fall Prone.

Sycophantic Scamps

Dozens of Wood Scamps clamber on, nest in, and flit around Old Thornbarker, feeding him their observations and gossip. The arboreal can grab a nearby scamp as if drawing a weapon, using it as a thrown weapon. The unlucky scamp impacts with a clatter of spines and toxic pollen, after which the dazed elemental scampers away to regain its senses.

If Old Thornbarker takes 40 or more damage from an area effect, the scamps scatter and seek cover for 1d6 rounds, during which time Old Thornbarker can't make scamp Strikes and loses all-around vision.

Memory Maelstrom Three Actions (concentrate, incapacitation, mental, nonlethal, primal)

Old Thornbreaker tries to overwhelm foes with a surge of information it has absorbed over its long life. This surge deals 5d6 mental damage to each enemy within 40 feet, who must attempt a DC 32 will save.


Critical Success The creature maintains its composure, takes no damage, and is temporarily immune to Memory Maelstrom for 1 minute.

Success The creature is Stunned 1 and takes half damage.

Failure The creature takes full damage and is Stunned 3.

Critical Failure The creature takes double damage, is Confused for 2d4 rounds, and is stunned 3.

Improved Knockdown Free Action

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


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


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

2nd Level: Entangling Flora
3rd Level: Earthbind (At Will), Speak with Plants (Constant)
6th Level: Tangling Creepers


Arboreal archives are solitary beings typically found in the remote wilderness. These ancient monoliths hold the memories of their vast territories, keeping mental records of the passing seasons of the world around them. Their knowledge of humanoid affairs varies, as they find quickly shifting political situations difficult to comprehend, but through fungal networks, reports from arboreal wardens, and other woodland chatter, arboreal archives learn of each storm, drought, or logging threat encountered throughout their long years. They primarily observe and record rather than interfere, but they willingly offer wisdom to those who respectfully seek them out. Arboreal regents call upon archives for advice in times of strife, conferring on the best course of action to protect their realms.

It is rare for there to be more than one arboreal archive in a given region. When an archive senses they're nearing the end of their lengthy lifespan, a grove of regents gathers to nominate the wisest among them to become the next archive. After four seasons' deliberation, all arboreals in the area congregate to witness the succession ritual, during which the elder arboreal archive transfers their collected wisdom to the elected replacement before retiring.


Arboreals are tree-like ancient guardians of forests, nurturing new growth and maintaining a balanced ecosystem as if the vast wilderness were their garden. Arboreals are thoughtful and deliberate - until something threatens their realms and invites their wrath.


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.

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.