Sporespawn of TreerazerCreature 22
Source Pathfinder #212: A Voice in the Blight
Perception +36 (darkvision, truesight (precise) 60 feet)
Languages Chthonian, Common, Elven, Fey, Telepathy 300 Feet
Skills Acrobatics +36, Arcana +35, Athletics +38, Intimidation +38, Nature +38, Occultism +35, Religion +38, Stealth +36
Str +10, Dex +8, Con +8, Int +7, Wis +8, Cha +8
AC 48; Fort +38; Reflex +38; Will +36; +1 status to all saves vs. magic
HP 432 (regeneration 40 (deactivated by holy)
Speed 60 feet (fly 60 feet, swim 40 feet)
Immunities death effects, disease, mental, poison
Weaknesses Holy 20
Resistances Acid 20, Cold 15, Fire 15, Physical 20
Jaws
+40 (+36, +32) to hit (agile, magical, reach 15, unarmed, unholy) 4d10+18 SlashingFungal Lash
+40 (+35, +30) to hit (magical, reach 20, unholy) 4d10+18 Bludgeoning + 2d6 PoisonSite Bound
The sporespawn of Treerazer cannot leave the Witchbole's sanctum.
Constant SpellsA 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.
+1 Status to All Saves vs. MagicRegeneration 40 (Deactivated by Holy)This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Aura of Spores (aura, fungus, poison, primal)60 feet. A faint, hazy green cloud surrounds the sporespawn of Treerazer, causing fungi to grow on plants in the area. A living creature in the aura must succeed at a DC 42 fortitude save or become Sickened 1 (Sickened 2 on a critical failure) from the sensation of these spores taking root on their bodies. A creature that's already sickened and fails their save against the aura of spores becomes Slowed 1 for 1 round because of excessive fungal growth on their bodies.
Reactive Strike
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Primal Innate Spells (DC 45, +37 to hit)
Cantrips (10th Level): Telekinetic Projectile
2nd Level: Dispel Magic (At Will), Telekinetic Maneuver (At Will)
3rd Level: Earthbind (At Will), Wall of Thorns
4th Level: Unfettered Movement (Constant)
6th Level: Tangling Creepers (At Will), Truesight (Constant)
8th Level: Desiccate
Traits
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.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
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.
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.
FungusFungal creatures have the fungus trait. They are distinct from normal fungi.
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.