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Arboreal RegentCreature 8


NGHugePlant
Source Pathfinder Bestiary
Perception +18 (low-light vision)
Languages Arboreal, Common, Sylvan, Speak With Plants
Skills Athletics +19, Diplomacy +16, Intimidation +16, Nature +18, Stealth +11
Str +7, Dex -1, Con +6, Int +1, Wis +4, Cha +2

AC 26; Fort +20; Reflex +11; Will +16;
HP 150
Speed 25 feet
Weaknesses Axe 5, Fire 10
Resistances Bludgeoning 5, Piercing 5

Branch One Action +19 (+14, +9) to hit (reach 15) 2d12+7 Bludgeoning
Root One Action +19 (+14, +9) to hit (trip) 2d8+7 Bludgeoning
Rock One Action +19 (+14, +9) to hit (brutal, range increment 120) 2d10+7 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.

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.

Axe Vulnerability

The arboreal regent takes 5 additional damage from axes.

Awaken Tree Two Actions (concentrate, primal)

The arboreal regent causes a tree within 180 feet to uproot itself and fight as a minion using the statistics for an Awakened Tree. The arboreal regent can control up to two awakened trees at a time, and it can issue commands to both trees as a single action, which has the concentrate and auditory traits.

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)

4th Level: Speak with Plants (Constant)


Arboreal regents-also called treants-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

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.