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SardCreature 19


RareCEGargantuanElectricityPlantTane
Source Pathfinder Bestiary 2
Perception +35 (low-light vision, tremorsense 120 feet)
Languages Aklo, Arboreal, Common, Sylvan
Skills Acrobatics +33, Athletics +37, Nature +31
Str +10, Dex +6, Con +6, Int +2, Wis +6, Cha +6

AC 43; Fort +35; Reflex +31; Will +33; +1 status to all saves vs. magic
HP 400
Speed 40 feet (climb 25 feet)
Immunities electricity
Weaknesses Coldiron 15
Resistances Fire 15, Physical 15

Trunk One Action +37 (+32, +27) to hit (fatal d12, reach 20) 4d6+18 Bludgeoning
Branch One Action +37 (+33, +29) to hit (agile, reach 20) 4d8+18 Piercing
Root One Action +37 (+32, +27) to hit (reach 10) 1d6 Electricity + 4d6+18 Bludgeoning
Thorn One Action +35 (+30, +25) to hit (deadly d10, primal, propulsive, range increment 180) 4d4+16 Piercing

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.

Planar Acclimation

The sard treats the plane it is located on as its home plane.

+1 Status to All Saves vs. MagicSplintering Death (electricity, evocation, primal)

When the sard dies, its body explodes in a 30-foot emanation. All creatures in the area take 10d6 electricity damage and 10d6 piercing damage (DC 43 basic reflex save). Any creature that takes piercing damage is also exposed to sard venom.

Lightning-Struck Curse Reaction (curse, necromancy, primal)

Trigger The sard is about to damage a creature that has electricity resistance


Effect An instant before the target takes the electricity damage from the triggering event, the sard's electrical sparks glow red. The target must succeed at a DC 41 will save or lose any electricity resistance it has until this curse is lifted.

Sard Venom (poison, primal, virulent)

Saving Throw DC 41 fortitude

Maximum Duration 10 rounds

Stage 1 2d6 electricity damage, 2d6 poison damage, and Clumsy 2 (1 round)

Stage 2 3d6 electricity damage, 3d6 poison damage, Clumsy 2, and Slowed 1 (1 round)

Stage 3 4d6 electricity damage, 4d6 poison damage, Clumsy 2, and Slowed 2 (1 round)

Thorn Volley Two Actions

The sard makes up to four thorn Strikes, each against a different target. The sard's multiple attack penalty doesn't increase until after all the attacks have been made.

Trample Three Actions

Huge or smaller, root, DC 39 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Primal Innate Spells (DC 41, +31 to hit)

7th Level: Chain Lightning
8th Level: Punishing Winds, Tree Stride
9th Level: Storm of Vengeance

Rituals

8th Level: Control Weather (Doesn't require secondary casters)


An immense, gnarled, tree awoken with raw, primal power by one of the fey Eldest of the First World, this monster-one of the legendary Tane-skitters on huge, spidery roots and thrashes its branches as fiery lightning courses within its blackened bark, a living manifestation of the violent clash between ancient forest and stormy sky.


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.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

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.