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Storm-Struck ArborealCreature 16


RareNEHugePlant
Source Pathfinder Kingmaker
Perception +28 (low-light vision)
Languages Aklo, Sylvan
Skills Athletics +33, Nature +26, Stealth +25, Survival +30
Str +9, Dex +1, Con +6, Int +0, Wis +6, Cha +0

AC 37; Fort +28; Reflex +25; Will +30;
HP 370
Speed 40 feet
Immunities electricity
Weaknesses Axe 15
Resistances Bludgeoning 15, Fire 15, Piercing 15

Branch One Action +33 (+28, +23) to hit (reach 15) 3d12+15 Bludgeoning
Root One Action +33 (+28, +23) to hit (trip) 3d10+15 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.

Axe Vulnerability

A storm-struck arboreal takes 15 additional Damage from axes.

Electric Healing

Whenever the storm-struck arboreal would take electricity damage or is targeted with an electricity effect, it gains 15 temporary HP.

Sunder Objects

When a storm-struck arboreal damages an item or structure it deals an additional 3d12 damage to that item or structure.


Primal Innate Spells (DC 30, +22 to hit)

3rd Level: Lightning Bolt
6th Level: Chain Lightning


Arboreal regents-also called treants-are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never act brashly or without much deliberation. They occasionally come together in small groups called groves to share news and pass their wisdom down to the arboreal wardens that have sprouted under their watch. In times of grave danger, all the groves in a region may gather for a great months-long meeting to plan and, eventually, act upon a threat.

The typical arboreal regent is 30 feet tall, has a trunk 2 feet in diameter, and weighs 4,500 pounds.


Arboreals are guardians of the forest and representatives of the trees. As long-lived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk-even elves are fugacious in the eyes of arboreals-and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals' wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build-a trait that serves vengeful members of their kind well.


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.