Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Arboreal SnagCreature 3

Source Pathfinder #182: Graveclaw
Perception +8 (darkvision)
Languages none
Skills Athletics +10, Intimidation +7, Stealth +7
Str +4, Dex +1, Con +3, Int -5, Wis +1, Cha +0

AC 19; Fort +12; Reflex +6; Will +8;
HP 45 (negative healing)
Speed 20 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Axe 5, Fire 5
Resistances Bludgeoning 5, Piercing 5

Branch One Action +12 (+7, +2) to hit (reach 10) 1d10+6 Bludgeoning
Root One Action +12 (+7, +2) to hit 1d8+6 Bludgeoning
Rock One Action +12 (+7, +2) to hit (brutal, range increment 30) 1d8+6 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Attack of Opportunity Reaction

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.

Axe Vulnerability

An arboreal snag takes 5 additional Damage from axes.

Putrid Sap (disease, necromancy, primal)

If the arboreal snag takes damage from a piercing attack, nauseating green pus spurts from the wound. Creatures within 10 feet of the snag must succeed at a DC 20 fortitude save or be Sickened 1 (Sickened 2 on a critical failure). Creatures that attempt this save are then temporarily immune for 1 hour.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.

Effect The monster knocks the target Prone.

Arboreals can be victims of undeath like any other living creature, but without bones or flesh, their undead take a different form. When an arboreal shivers to life as undead, it often animates as a snag-a leafless, skeletal dead tree that haunts its forest, attacking any living creature it can catch. An arboreal snag is mindless and difficult to control, but some necromancers use them as forest guardians.

While many arboreals are comfortable remaining still for prolonged periods of time, arboreal snags tend to be restless, meandering in a region they consider their domain. This territory is sometimes evident from battered forest animals or trampled undergrowth that litters the ground, but forest creatures soon learn to avoid the area entirely. It doesn't take long for regions haunted by arboreal snags to grow desolate and unhealthy, and locals often dub such regions as haunted or cursed.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.