BargottCreature 3
Source Pathfinder #176: Lost Mammoth Valley
Perception +9 (darkvision)
Languages Common, Elven, Sylvan, Speak With Plants
Skills Acrobatics +9, Athletics +10, Intimidation +11, Nature +11, Stealth +11, Survival +9
Str +3, Dex +4, Con +1, Int +1, Wis +2, Cha +4
AC 18; Fort +8; Reflex +11; Will +7;
HP 70
Speed 35 feet
Immunities emotion
Weaknesses Coldiron 5
Blighted Branch +11 (+6, +1) to hit (finesse, magical, reach 10) 1d10+7 Bludgeoning
Claw +11 (+7, +3) to hit (agile, finesse, magical) 1d8+7 Slashing
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.
Draining Impact (primal)When Bargott hits a creature with his blighted branch Strike, the creature must attempt a DC 20 fortitude save. Whatever the result, the creature is immune to Bargott's draining impact for 24 hours.
Success The creature is unaffected.
Failure The creature is Drained 1.
Critical Failure The creature is Drained 2.
Impart Anguish (mental, primal, visual)Bargott twists his face into a visage of utter agony, sharing his anguish with those who gaze upon him. Creatures in a 15-foot cone take 3d6 mental damage (DC 19 basic will). On a critically failed save, the creature is also Stupefied 1 for 1 round.
Primal Innate Spells (DC 17, +9 to hit)
Cantrips (2nd Level): Tanglefoot
1st Level: Fear
2nd Level: Darkness, Shatter
4th Level: Speak with Plants (Constant)
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
FeyCreatures of the First World are called the fey.
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.