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Tanglebriar RegentCreature 13


Rare​Huge​Fungus​Unholy​
Source Pathfinder #211: The Secret of Deathstalk Tower
Perception +24 (darkvision)
Languages Aklo, Chthonian, Common, Speak With Plants
Skills Athletics +27, Deception +22, Intimidation +24, Nature +24, Stealth +17
Str +8, Dex +0, Con +6, Int +3, Wis +5, Cha +3

AC 31; Fort +25; Reflex +17; Will +24;
HP 270
Speed 25 feet
Weaknesses Axe Vulnerability 10, Fire 15, Holy 15
Resistances Bludgeoning 10, Piercing 10

Moldy Branch One Action +27 (+22, +17) to hit (reach 15) 3d12+14 Bludgeoning
Thorny Root One Action +27 (+22, +17) to hit (trip) 3d8+14 Piercing + 1d6 Poison
Rock One Action +27 (+22, +17) to hit (brutal) 2d8+14 Bludgeoning

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.

Spore Spray Two Actions (primal)

The Tanglebriar regent sprays a blast of spores from their body, dealing 14d6 poison damage in a 50-foot cone (DC 33 fortitude save). They can't use spore spray again for 1d4 rounds.

Sunder Objects

When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.


Primal Innate Spells (DC 26, +18 to hit)

3rd Level: Speak with Plants (Constant)


Arboreal regents are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never act brashly or without much deliberation. They occasionally come together in small groups called groves to share news and pass their wisdom down to the arboreal wardens that have sprouted under their watch. In times of grave danger, all the groves in a region may gather for a great months-long meeting to plan and, eventually, act upon a threat.

The typical arboreal regent is 30 feet tall, has a trunk 2 feet in diameter, and weighs 4,500 pounds.


Arboreals are guardians of the forest and representatives of the trees. As long-lived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk—even elves are fugacious in the eyes of arboreals—and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals' wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build—a trait that serves vengeful members of their kind well.


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.

Fungus

Fungal creatures have the fungus trait. They are distinct from normal fungi.

Unholy

Effects 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.