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Awakened TreeCreature 6


NHugePlant
Source Pathfinder Bestiary
Perception +13 (low-light vision)
Languages Arboreal, (can't Speak Any Language)
Skills Athletics +14, Stealth +9
Str +6, Dex -1, Con +6, Int -5, Wis +3, Cha +0

AC 22; Fort +16; Reflex +9; Will +13;
HP 100
Speed 20 feet
Weaknesses Axe 5, Fire 10
Resistances Bludgeoning 5, Piercing 5

Branch One Action +16 (+11, +6) to hit (reach 15) 2d8+6 Bludgeoning
Root One Action +16 (+11, +6) to hit (trip) 2d6+6 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.

Axe Vulnerability

An awakened tree takes 5 additional damage from axes.


Arboreal regents and other wielders of powerful primal magic grant temporary sentience to trees in order to protect the forest. Invested with a workable set of instincts and the ability to mobilize and attack, these awakened trees follow the commands of their master and fight to protect their home. The statistics below work just as well for foliage that has become animate via other methods, such as a mystical influence from another dimension, a capricious fey spirit, or the like.


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.