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Dragon Forest RotCreature 4


UncommonNEMediumAberration
Source Pathfinder Society Scenario #2-18: The Fanciful March of Urwal
Perception +8 (darkvision)
Languages none
Skills Athletics +11, Intimidation +10
Str +5, Dex +2, Con +3, Int -4, Wis +2, Cha +2

AC 20; Fort +13; Reflex +10; Will +10;
HP 80
Speed 20 feet (climb 10 feet, swim 10 feet)
Weaknesses Fire 5
Resistances Poison 5

Tree Claws One Action +14 (+9, +4) to hit 2d8+5 Slashing

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.

Flame-Scorched

If the forest rot takes fire damage, it is Slowed 1 until the end of its turn.

Spores Reaction

Trigger An adjacent creature damages the dragon forest rot.


Effect The dragon forest rot sprays spores on the triggering creature. The spores deal 2d4+5 piercing damage with a DC 19 basic fortitude save. On a critical failure, the triggering creature gains weakness to slashing 5 for the next 4 rounds.

Stench (aura, olfactory)

20 feet Aura


A creature that enters or starts its turn in the emanation must succeed at a DC 19 fortitude save or become Sickened 1. On a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to the of all dragon forest rots for 1 minute.

Breath Weapon Two Actions (arcane, evocation, poison)

The dragon forest rot breathes a toxic cloud that deals 5d6 poison damage in a 15-foot cone (DC 20 basic fortitude save).

It can't use Breath Weapon again for 1d4 rounds.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.