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Canopy ElderCreature 19


RareNGargantuanPlant
Source Pathfinder #168: King of the Mountain
Perception +32 (low-light vision, tremorsense (imprecise) 120 feet)
Languages Arboreal, Common, Sylvan, Speak With Animals, Speak With Plants
Skills Athletics +37, Deception +35, Lore +35, Intimidation +35, Nature +40, Stealth +31
Str +10, Dex +4, Con +9, Int +6, Wis +8, Cha +5

AC 42; Fort +36; Reflex +28; Will +33;
HP 445
Speed 40 feet
Weaknesses Fire 15
Resistances Bludgeoning 15, Piercing 15

Branch One Action +37 (+32, +27) to hit (reach 15) 4d12+18 Bludgeoning
Root One Action +37 (+32, +27) to hit (reach 30) 4d8+18 Bludgeoning
Vine One Action +37 (+33, +29) to hit (agile, reach 40) 4d6+18 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

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.

Axe Vulnerability 15

A canopy elder has a weakness to axes.

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.

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.

Vine Splint One Action (healing)

The canopy elder grows a mesh of vines around its broken branches, repairing the damage and restoring 40 HP to itself. The canopy elder can't use Vine Splint again for 1d4 rounds.

Fungal Web One Action

The canopy elder launches a rapidly growing net of fungus from the mushrooms growing on its body at a single creature within 80 feet. The target must attempt a DC 39 reflex save or become restrained by the fungal web (Escape DC 39). While restrained, the creature takes 4d6 poison damage at the end of each of their turns.

Pollen Cloud Two Actions

The canopy elder releases a dense cloud of pollen from the epiphytes living in its branches. The cloud emanates from the canopy elder in a 40-foot emanation. The cloud doesn't move with the canopy elder and remains in place for 1d6 rounds before dissipating. Creatures inside the cloud become Concealed, and all creatures outside the cloud become concealed to creatures within it. Non-plant and non-fungus creatures within the cloud must attempt a DC 38 fortitude save. On a failure, the creature is Sickened 3, and on a critical failure the creature is also Blinded for 1 minute. Regardless of the result, a creature is then temporarily immune to the sickening and blinding effects of the canopy elder's pollen for 24 hours.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.

Improved Push Free Action

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


Innate Primal Spells (DC 38, +30 to hit)

9th Level: Speak with Animals (constant), Speak with Plants (constant)


In the densest and oldest jungles, arboreals can reach heights of 200 feet or more. Given thousands of undisturbed years, these massive creatures enter into a symbiotic relationship with a myriad of plants, fungi, and animals to achieve the esteemed status of canopy elder. They provide a safe home for the creatures they host and develop a variety of powers that help them defend their forest realms.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.