TimberwebCreature 14
Source Pathfinder #203: Shepherd of Decay
Perception +25 (low light vision, tremorsense (imprecise) 30 feet, vine sense)
Languages none
Skills Acrobatics +26, Athletics +27
Str +7, Dex +6, Con +5, Int +0, Wis +5, Cha +2
AC 35; Fort +27; Reflex +24; Will +23;
HP 250
Speed 40 feet (climb 30 feet)
Immunities bleed, paralyzed, poison, sleep
Weaknesses Fire 10
Fangs
+29 (+24, +19) to hit 3d8+17 PiercingLeg
+29 (+25, +21) to hit (agile, reach 10) 3d6+15 SlashingVine
+27 (+22, +17) to hit 3d6+12 BludgeoningTremorsense (Imprecise) 30 feet
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.
Vine SenseThe timberweb has imprecise tremorsense to detect the vibrations of creatures touching its spun vines.
Rappel
(move)The timberweb moves straight down up to 60 feet on a spun vine. It can hang from the vine or drop off. The distance it descends doesn't count toward falling damage. A creature that successfully Strikes the vine (AC 36, Hardness 8, 30 HP) severs it, causing the timberweb to fall.
Timberweb Toxin (poison)Saving Throw DC 34 fortitude
Maximum Duration 6 rounds
Stage 1 5d6 poison damage and Clumsy 1 (1 round)
Stage 2 6d6 poison damage and Clumsy 2 (1 round)
Stage 3 8d6 poison damage and clumsy 2 (1 round)
Tree TetherA creature hit by the timberweb's vine Strike becomes entangled by the sticky fibers, taking a –15-foot penalty to its Speeds for 1 minute or until it Escapes (DC 34) or is cut free (AC 36, Hardness 8, 30 HP). If the target is adjacent to a wooden object of its size or larger, the target is instead Immobilized and stuck to that object until it Escapes or is cut free.
On the Plane of Wood, carnivorous plants sometimes grow so large that they can't sustain themselves on local prey. Rather than starve, parts of these plants sometimes tear themselves free and hunt for themselves. The resulting elementals adopt spiderlike forms and hunting strategies.
Timberwebs extrude vines covered in tiny barbules and sticky sap. After finding a territory with sufficient prey, a timberweb often uses these vines to create shadowy canopies in which to launch ambushes.
Wood elementals are nearly as varied as plant life itself. The following are particularly powerful elementals formed when immense plants experience environmental stress.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
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.
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.