CorpserootCreature 11
Source Pathfinder Book of the Dead
Perception +18 (darkvision)
Languages Arboreal, Necril, Sylvan, (can't Speak Any Language)
Skills Athletics +24, Stealth +18
Str +7, Dex +3, Con +5, Int -2, Wis +3, Cha +2
AC 30; Fort +24; Reflex +18; Will +18;
HP 225 (negative healing)
Speed 20 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Axe 10, Fire 10
Resistances Bludgeoning 10, Piercing 10
Branch +24 (+19, +14) to hit (reach 15) 3d12+10 Bludgeoning
Root +24 (+20, +16) to hit (agile, reach 20, trip) 3d8+10 Bludgeoning
Rotten Fruit +20 (+15, +10) to hit (range increment 20, splash) 3d4+7 Bludgeoning
Darkvision
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 HealingA 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.
Axe VulnerabilityThe corpseroot takes 10 additional damage from axes.
Blight (aura, necromancy, poison, primal)30 feet Aura
A plant entering or starting its turn in the corpseroot's aura begins to wither and must succeed at a DC 27 fortitude save or become Sickened 2 (Sickened 4 on a critical failure). A plant that succeeds is temporarily immune for 1 minute.
A plant that stays in the aura for 7 consecutive days must succeed at a DC 27 fortitude save or die. If the plant was a creature or tree, it rises as a corpseroot. The newly risen corpseroot can't create more corpseroots but has all other corpseroot abilities. Plants that are neither magical nor creatures automatically fail saves against blight.
PlantWhen it isn't in danger, the corpseroot spends 1 minute rooting to the earth, becoming planted in place. While the corpseroot is planted and immobile, creatures must actively Seek and succeed at a DC 36 perception check (DC 40 perception in forests) to detect the corpseroot's true nature.
Take Root (necromancy, primal)Frequency once per round
Requirements The corpseroot has a creature Grabbed or Restrained
Effect The corpseroot buries its roots into the creature, dealing 1d6+11 piercing damage and draining the target's life force (DC 30 basic fortitude). On a failure, the creature is Drained 1 (or increases the value by 1 if already drained), and the corpseroot regains 10 HP. If this would make a creature drained 5, the creature dies.
GrabRequirements 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.
Corpseroots are rotten, undead trees that grow bright-red poisonous fruit and spread blight to surrounding plants, transforming healthy trees into new corpseroots. These cunning killers drain the life from creatures through their root systems, posing as dead trees until their victims come within reach.
Corpseroots most commonly form from rotten husks of trees that died from supernatural blights, making them common threats in the Fangwood and Fierani forests. The most powerful are ancient trees used as shrines and sacrificial altars, their roots absorbing the blood, flesh, and terror of those condemned under their boughs. Some of these ancient corpseroots still command the respect and devotion of the cults that inadvertently created them.
Traits
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.