Wood ScampCreature 1
Source Pathfinder Rage of Elements
Perception +3 (darkvision)
Languages Muan
Skills Athletics +5, Stealth +7
Str +3, Dex +1, Con +0, Int -2, Wis +0, Cha +1
AC 14; Fort +6; Reflex +4; Will +10;
HP 24 (regeneration 5 (deactivated by fire)
Speed 20 feet (climb 15 feet, fly 25 feet)
Immunities bleed, paralyzed, poison, sleep
Weaknesses Fire 3, Slashing 3
Claw
+8 (+3, -2) to hit (unarmed) 1d6 PiercingBreathe Pollen
(arcane, plant)The wood scamp breathes choking pollen in a 15-foot cone that deals 2d6 poison damage to each creature within the area (DC 17 reflex save; creatures who don't need to breathe are immune). The wood scamp can't Breathe Pollen again for 1d4 rounds.
Thorn PunctureThe wood scamp breaks off one of its thorn-like claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed, which requires an Interact action. This damage is cumulative with each thorn caught in a creature's skin.
Arcane Innate Spells (DC 15, +7 to hit)
Cantrips (1st Level): Tangle Vine
1st Level: Verdant Sprout
2nd Level: Oaken Resilience (Self Only)
These moss colonies coalesce over a century into the rough facsimile of a large sloth, right down to mimicking the unique structure of the animal's fur that attracts additional fungi and pollinating insects. Unless summoned or attacked, they rarely leave the trees upon which they first formed.
At first glance, wood elementals might not seem to have the same destructive potential as their cousins from the Planes of Fire, Water, or Air, but don't be fooled. The woods can be a dangerous place.
Though some resemble animals, the elemental beasts presented here are still plants, and their life cycles reflect it. Vegetable lambs grow on rooted stalks, from which they can't be removed until they've matured (or perhaps ripened), leaving them dependent on their immediate surroundings for food. Moss sloths are little more than lumps of green fluff for the first century of their existence, only gaining limited mobility once they can grow their defensive wooden claws.
Wild But Unwild
Many wood elementals are created by kizidhars and other powerful creatures on the Plane of Wood and placed in rote roles. Populating nature preserves and sprawling estates, they can be unsure how to behave if released into the wild. They're essentially born domesticated and will likely act far differently than the wild creatures they mimic, even in natural environments. Their natural predators are few, putting the elementals at less risk, although they're still sometimes eaten by giant termites or captured by some as pets.
A Brain By Any Other Name
Even if Lady Shumunue taught the wood elementals' ancestors to mimic animals, a wood elemental's consciousness is contained not in a brain but in its root system. Entities like nursery crawlers, living groves, and carved beasts use this to their advantage. That an elemental's wooden body can be carved and crafted, apparently without lasting harm, implies that they might not feel pain so long as their roots remain undamaged.
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.