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Arboreal ArchiveCreature 12


NGHugePlant
Source Pathfinder Bestiary 3
Perception +25 (low-light vision, tremorsense (imprecise) 60 feet)
Languages Arboreal, Common, Sylvan, Speak With Plants
Skills Athletics +23, Diplomacy +22, Lore +28, Nature +25, Stealth +19
Str +7, Dex -1, Con +5, Int +4, Wis +7, Cha +4

AC 33; Fort +23; Reflex +17; Will +27;
HP 230
Speed 25 feet
Weaknesses Axe 10, Fire 15
Resistances Bludgeoning 10, Piercing 10

Branch One Action +25 (+20, +15) to hit (reach 15) 3d10+10 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Tremorsense (Imprecise) 60 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

Abeyance Rift

If an arboreal archive dies unexpectedly before passing on their knowledge in a succession ritual, the amassed lore within their roots and boughs explodes out in a shock wave that deals 8d10 mental damage to creatures within 30 feet (DC 32 basic will save) before dissipating; those who fail also fall Prone.

Axe Vulnerability

An arboreal archive takes 10 additional damage from axes.

Memory Maelstrom Three Actions (concentrate, incapacitation, mental, nonlethal, primal)

The arboreal archive tries to overwhelm foes with a surge of information it has absorbed over its long life. This surge deals 5d6 mental damage to each enemy within 40 feet, who must attempt a DC 32 will save.


Critical Success The creature maintains its composure, takes no damage, and is temporarily immune to Memory Maelstrom for 1 minute.

Success The creature is Stunned 1 and takes half damage.

Failure The creature takes full damage and is Stunned 3.

Critical Failure The creature takes double damage, is Confused for 2d4 rounds, and is stunned 3.

Improved Knockdown Free Action

The monster can use Knockdown as a free action triggered by a hit with its initial attack.


Primal Innate Spells (DC 32, +24 to hit)

2nd Level: Entangle, Speak with Animals (Constant)
3rd Level: Earthbind (At Will)
6th Level: Tangling Creepers


Arboreal archives are solitary beings typically found in the remote wilderness. These ancient monoliths hold the memories of their vast territories, keeping mental records of the passing seasons of the world around them. Their knowledge of humanoid affairs varies, as they find quickly shifting political situations difficult to comprehend, but through fungal networks, reports from arboreal wardens, and other woodland chatter, arboreal archives learn of each storm, drought, or logging threat encountered throughout their long years. They primarily observe and record rather than interfere, but they willingly offer wisdom to those who respectfully seek them out. Arboreal regents call upon archives for advice in times of strife, conferring on the best course of action to protect their realms.

It is rare for there to be more than one arboreal archive in a given region. When an archive senses they're nearing the end of their lengthy lifespan, a grove of regents gathers to nominate the wisest among them to become the next archive. After four seasons' deliberation, all arboreals in the area congregate to witness the succession ritual, during which the elder arboreal archive transfers their collected wisdom to the elected replacement before retiring.


Arboreals are tree-like ancient guardians of forests, nurturing new growth and maintaining a balanced ecosystem as if the vast wilderness were their garden. Arboreals are thoughtful and deliberate - until something threatens their realms and invites their wrath.


Traits

Common

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.

Plant

Vegetable 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.