TreerazerCreature 25
Source Pathfinder Monster Core
Perception +46 (darkvision, truesight (precise) 60 feet)
Languages Chthonian, Common, Elven, Fey, Telepathy 300 Feet
Skills Acrobatics +40, Arcana +38, Athletics +45, Intimidation +46, Nature +49, Occultism +38, Religion +45, Stealth +40
Str +12, Dex +9, Con +11, Int +7, Wis +8, Cha +8
AC 54; Fort +42; Reflex +40; Will +43; +2 status to all saves vs. magic
HP 550 (Regeneration 50 (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
Blackaxe
+47 (+42, +37) to hit (acid, magical, reach 15, sweep, unholy) 5d12+18 Slashing + 1d6 AcidJaws
+45 (+41, +37) to hit (agile, magical, reach 15, unarmed, unholy) 5d10+20 SlashingConstant 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.
+2 Status to All Saves vs. MagicRegeneration 50 (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 Corruption (aura, plant, primal)120 feet.
Plants near Treerazer twist, deform, and transform into thorny or fungoid parodies of their natural shapes. A living creature in this area must succeed at a DC 47 fortitude save each round or become partially transformed into plantlike matter. Those who fail this saving throw are treated as if they were plants for the purposes of any effect that particularly harms or inconveniences plant creatures more than other creatures, but do not gain any benefits of being plant creatures.
This effect lasts as long as the creature remains within the area of corruption and for 1 minute thereafter.
Effect: Aura of Corruption
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.
Blackaxe - Owner's Authority
(concentrate, scrying)Requirements Treerazer isn't wielding Blackaxe.
Effect Treerazer sense the world around Blackaxe as though you were in its location and can use any of your innate spells through the link as if it were the source of the spell. If another creature is wielding Blackaxe, it must succeed at a DC 50 will save or be Slowed 2 until it relinquishes the weapon.
Blackaxe - Owner's Reclamation
(concentrate, teleportation)Requirements Treerazer isn't wielding Blackaxe.
Effect Blackaxe appears in Treerazer's hands, teleporting instantly from its prior location.
Blackaxe - Rejuvenating Deforestation
(concentrate, death, healing, vitality)Frequency once per minute.
Effect Make a Strike against a living tree with Blackaxe. If it hits, the tree withers to ash and you heal 250 healing250 Hit Points and gain the benefit of a 6th-rank Sound Body spell.
Defoliation
(plant, primal)Treerazer exudes a pulse of sickly green light in a 30-foot-radius emanation. All plants in the area (including creatures under the effect of his aura of corruption) blacken and wither.
Non-creature plants immediately wither and die. Plant and fungus creatures take 20d8 void damage with a DC 49 fortitude save. A creature that fails its save is Doomed 1 for 1 minute and Sickened 3.
Treerazer can choose to exclude any number of plants or fungi in the area from this effect, and generally does so to preserve twisted and corrupted plants or fungi, or plant and fungus creatures that are allied to his cause.
Treerazer can't use Defoliation for 1d4 rounds.
Dispelling Strike
(primal)Frequency once per round
Trigger Treerazer hits a creature, object, or spell effect with a weapon Strike or subjects one to Defoliation;
Effect Treerazer casts his innate Dispel Magic, targeting the creature he hit with his Strike or one spell affecting that creature.
Staggering StrikeWhen Treerazer scores a critical hit with a melee attack, the target is Stunned 2.
Primal Innate Spells (DC 49, +43 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
10th Level: Freeze Time
Rituals
Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Abyss itself-a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous foe.
Treerazer rarely leaves his swampy realm of Tanglebriar-a large thicket of tainted foliage and rotting detritus just south of Kyonin's Fierani Forest-but can be encountered anywhere within that toxic mire, often accompanied by a small legion of demons, corrupted fey, and other deadly allies. Certain occult rituals have the power to call him forth from Tanglebriar, granting him the opportunity to directly work his evils beyond the realm to which he has been exiled. Some believe that no eldritch force contains Treerazer and that, were he willing, he could travel Golarion with impunity, spreading the twisted blessings of his touch and the corruption of his presence, yet the Lord of the Blasted Tarn is as cunning and canny as he is deadly, and prefers to work his evils on the world from the safety of his nightmare realm.
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.
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.