Second SpawnCreature 21
Source Pathfinder #212: A Voice in the Blight
Perception +36 (darkvision)
Languages Chthonian, Muan, Telepathy 100 Feet
Skills Athletics +39, Deception +35, Nature +36, Stealth +35
Str +10, Dex +6, Con +10, Int +0, Wis +7, Cha +6
AC 45; Fort +39; Reflex +33; Will +36;
HP 500
Speed 20 feet
Immunities paralyzed, poison, sleep
Weaknesses Axe Vulnerability 20, Fire 20, Holy 20
Resistances Bludgeoning 20, Piercing 20
Branch
+39 (+34, +29) to hit (reach 20) 4d12+18 BludgeoningSpirit Splinter
+39 (+34, +29) to hit (brutal, propulsive, unholy) 4d4+13 PiercingSpray Sap

Trigger The second spawn takes damage
Effect A spray of bloody sap spurts from the second spawn's wound, targeting a creature within 30 feet of the second spawn's choice. That creature takes 10d6 poison damage (DC 41 fortitude save) and is exposed to corrupting sap.
Corrupting Sap (divine, incapacitation, mental)The first time in a round a creature is exposed to the second spawn's corrupting sap, the creature must attempt a DC 44 will save.
Critical Success The creature is unaffected, and is temporarily immune to corrupting sap for 1 minute.
Success Intrusive fiendish thoughts and cruel urges well up in the creature's mind, causing the creature to become Off-Guard until the end of its next turn.
Failure The creature is Confused for 1 minute.
Critical Failure The creature is controlled by the second spawn for 1 minute.
Improved Knockdown
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.
The timber body of a second spawn cracks with each movement, as if its very frame protests its abominable mobility. Grown from arboreals native to the Plane of Wood, the greatest of the second spawn—in effect, the "First Spawn"—is Treerazer's mobile fortress, the Witchbole.
Cleftwood fiends blend the properties of demons and wood elementals, their timber bodies distorted by burls, rot, and fungal growths. Planar scholars have debated into which category cleftwood fiends are better categorized, but to cleftwoods themselves there is no question—they feel much more at home in the Outer Rifts than they do the Plane of Wood.
Demonic Elementals
Cleftwood fiends aren't true demons or elementals, but they possess both of those creature traits. Since they aren't formed from sinful souls, they lack the typical sin vulnerability most demons possess, and since they possess blood-like sap, they lack the typical immunity to bleed most elementals possess.
Other Cleftwood Fiends
Rift pulpers and second spawn are the only types of cleftwood fiend currently active in Tanglebriar, but others exist in the Outer Rifts, particularly in the realm of Jeharlu. Here, one might encounter the blood-drinking stump-like splintertooth, the humanoid primal-magic-wielding blighted gardener, or the enormous horror of the fell deadfall.
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.
DemonA family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects 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.
WoodEffects 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.