Primal Warden of ZibikCreature 12
Source Pathfinder #203: Shepherd of Decay
Perception +20 (darkvision)
Languages Arboreal, Muan, (can't Speak Any Language)
Skills Athletics +20
Str +7, Dex +2, Con +6, Int -1, Wis +2, Cha -5
AC 33; Fort +26; Reflex +20; Will +18;
HP 195
Speed 25 feet
Resistances Physical 10
Flourishing Fist
+26 (+21, +16) to hit (magical) 3d10+13 BludgeoningRotten Bark
+21 (+16, +11) to hit (magical) 3d8+13 BludgeoningAura of Decay (aura, primal)
30 feet.
Plant objects and creatures in the emanation can't regain Hit Points unless the effect that attempts to heal them counteracts the aura, which has a counteract rank of 6 and a counteract DC of 32.
A primal warden of Zibik can spend 1 action to reverse this aura; it becomes an aura of renewal with the healing trait, instead doubling the number of Hit Points of any healing effect received by a plant creature in the emanation.
Primal Destruction (primal, void)When the primal warden of Zibik is reduced to 0 Hit Points, it erupts with primal energy in a 30-foot emanation, dealing 12d6 void damage. Each creature in the area must attempt a DC 32 will save with the following outcomes.
Critical Success The creature takes half damage.
Success The creature takes full damage.
Failure The creature takes full damage and becomes temporarily cursed by Zibik to be Enfeebled 1 and Stupefied 1 for 1 day; this is a curse effect with a counteract DC of 32.
Critical Failure As failure, except the creature becomes Enfeebled 2 and Stupefied 2.
Rotten Burst
(primal)Trigger The primal warden of Zibik takes physical damage
Effect A chunk of rotten bark bursts from the warden's body at its attacker. The warden makes a rotten bark Strike against an adjacent creature without triggering reactions.
Flourishing Growth (plant, primal)The first time each round a creature takes damage from the warden's fists, the target must attempt a DC 32 fortitude save. On a failure, tiny sprouts burst from the creature's flesh, and it becomes Slowed 1 for 1 round.
Fractal Rot (disease, primal)The first time each round a creature takes damage from the warden's rotten bark, the target becomes Sickened 1 as the flesh where it was struck momentarily twists and rots, causing considerable pain.
Primal Innate Spells (DC 32, +24 to hit)
Cantrips (6th Level): Caustic Blast, Tangle Vine
2nd Level: Speak with Animals (At Will)
3rd Level: Speak with Plants (At Will), Wall of Thorns
4th Level: Unfettered Movement (Constant), Vital Beacon
5th Level: Nature's Pathway (At Will), Toxic Cloud
6th Level: Field of Life, Tangling Creepers
Traits
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.
ConstructA construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
PlantVegetable 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.