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Dimari-DijiCreature 25


UniqueNGargantuanPlant
Source Pathfinder #172: Secrets of the Temple-City
Perception +43 (low-light vision, tremorsense (imprecise) 120 feet; true seeing)
Languages Aklo, Arboreal, Celestial, Common, Draconic, Requian, Sphinx, Sylvan, Speak With Animals, Speak With Plants, Telepathy 300 Feet
Skills Arcana +42, Athletics +43, Diplomacy +41, Lore +50, Nature +50, Stealth +36
Str +12, Dex -1, Con +7, Int +7, Wis +12, Cha +10

AC 52; Fort +42; Reflex +36; Will +48;
HP 550 (regeneration 30 (deactivated by fire)
Speed 40 feet
Immunities disease, mental, poison
Weaknesses Axe 20, Fire 20
Resistances Bludgeoning 20, Piercing 20

Branch One Action +44 (+39, +34) to hit (magical, reach 20) 5d10+20 Bludgeoning
Mental Blast One Action +44 (+39, +34) to hit (magical, mental, range increment 120) 5d6+20 Mental

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 (imprecise) 120 feet

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.

Telepathy 300 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

Regeneration 30 (Deactivated by Fire)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Aura of Growth (aura, plant, primal, transmutation)

120 feet Aura


Plants near Dimari-Diji grow larger and more vibrant. Plants in the emanation gain the success effects of the Plant Growth ritual. Any plant spells cast in the area are empowered and use the effects of the spell 1 level higher than it was cast, to a maximum of 9th level (Dimari-Diji's spells are unaffected). Finally, other plant creatures gain Fast Healing 20 while in the area.

Axe Vulnerability

An arboreal nature-speaker takes 20 additional damage from axes.

Enriching Aura (aura, evocation, transmutation)

60 feet Aura


Dimari-Diji's natural power enhances primal spellcasting around him. All creatures within the emanation can alter a primal spell as if they had just used Reach Spell or Widen Spell when they Cast the Spell.

Fungus Sight (divination, primal)

Dimari-Diji produces small clumps of fungus that he can use to see beyond his normal sight. He can use a single action, which has the concentrate trait, to project his senses into an intact fungus clump on the Material Plane or to end this projection. Dimari-Diji loses all sensory information from his own body while projecting his senses into fungus.

Forest Growth

Once per month, Dimari-Diji can spend 1 hour to sprout a new forest. He causes the forest to sprout in a 50-foot burst within 300 feet. The forest instantly springs to life, and is composed of fungi, plants, and trees most appropriate to the area he selected. The forest grows to the height, density, and liveliness of a forest that has grown for 10 years. The forest doesn't feature any animals or other creatures, but animals within 1 mile are aware of the new forest and might make the forest their new habitat as appropriate.

Memories of Ages

Dimari-Diji's mental blasts cloud the minds of his foes, making it difficult for them to focus on combat. A creature that takes damage from Dimari-Diji's mental blast is Dazzled for 1 round. If the attack was a critical hit, the creature is dazzled for 1 minute instead.

Memory Maelstrom Three Actions (concentrate, incapacitation, mental, nonlethal, primal)

Dimari - Diji tries to overwhelm foes with a surge of information he has absorbed over his long life. This surge deals 12d6 mental damage to each enemy within 60 feet, who must attempt a DC 32 will save.

Critical Success The creature maintains its composure, takes no damage, and is temporarily immune to Memory Maelstrom for 1 minute.

Success The creature is Stunned 1 and takes half damage.

Failure The creature takes full damage and is Stunned 3.

Critical Failure The creature takes double damage, is Confused for 2d4 rounds, and is stunned 3.

Nature's Concentration Free Action

Trigger Dimari-Diji's turn begins


Effect Dimari-Diji calls upon the natural world around him to support his magic. He Sustains a Spell.

Improved Knockdown Free Action

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


Primal Innate Spells (DC 49, +41 to hit)

1st Level: Summon Plant or Fungus
2nd Level: Speak with Animals (Constant)
3rd Level: Earthbind (At Will)
4th Level: Freedom of Movement (Constant), Speak with Plants (Constant)
6th Level: Tangling Creepers, True Seeing (Constant)
7th Level: Regenerate, Sunburst
8th Level: Moment of Renewal, Punishing Winds, Wind Walk
9th Level: Nature's Enmity, Storm of Vengeance
10th Level: Primal Phenomenon, Revival



Traits

Unique

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.

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.