🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

TreerazerCreature 25


UniqueCEHugeAmphibiousDemonFiend
Source Pathfinder Bestiary
Perception +46 (darkvision; true seeing)
Languages Abyssal, Common, Elven, Sylvan, Telepathy 300 Feet
Skills Acrobatics +40, Arcana +38, Athletics +45, Intimidation +46, Nature +49, Occultism +38, Religion +45, Stealth +40
Str +12, Dex +9, Con +11, Int +7, Wis +8, Cha +8

AC 54; Fort +42; Reflex +40; Will +43; +2 status to all saves vs. magic
HP 550 (Regeneration 50 (deactivated by good)
Speed 60 feet (fly 60 feet, swim 40 feet)
Immunities death effects, disease, mental, poison
Weaknesses Good 20
Resistances Acid 20, Cold 15, Fire 15, Physical 20

Blackaxe One Action +47 (+42, +37) to hit (acid, chaotic, evil, magical, reach 15, sweep) 4d12+15 Slashing + 1d6 Acid + 1d6 Chaotic + 1d6 Evil
Jaws One Action +45 (+41, +37) to hit (agile, chaotic, evil, magical, reach 15) 2d6 Evil + 2d6 Chaotic + 4d10+18 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.

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.

+2 Status to All Saves vs. MagicRegeneration 50 (Deactivated by Good)

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.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

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

120 feet Aura


Plants near Treerazer twist, deform, and transform into thorny or fungoid parodies of their natural shapes. A living creature in this area must succeed at a DC 47 fortitude save each round or become partially transformed into plantlike matter. Those who fail this saving throw are treated as if they were plants for the purposes of any effect that particularly harms or inconveniences plant creatures more than other creatures, but do not gain any benefits of being plant creatures. This effect lasts as long as the creature remains within the area of corruption and for 1 minute thereafter.

Effect: Aura of Corruption

Blackaxe - Link One Action (divination, scrying)

Requirements Treerazer isn't wielding Blackaxe.


Effect Treerazer senses the world around Blackaxe as though it were in its location and can use any of it's innate spells through the link as if it were the source of the spell. If another creature is wielding Blackaxe, it must succeed at a DC 50 will save or be Slowed 2 until it relinquishes the weapon.

Blackaxe - Restoration One Action (death, healing, necromancy)

Activate command

Frequency once per minute.


Effect Treerazer makes a Strike against a living tree with Blackaxe. If it hits, the tree withers to ash and Treerazer heals 250 Hit Points and gains the benefit of Restoration (6th) and Restore Senses.

Blackaxe - Teleport Free Action (conjuration, teleportation)

Activate command

Requirements Treerazer isn't wielding Blackaxe.


Effect Blackaxe appears in Treerazer's hands, teleporting instantly from its prior location.

Defoliation Two Actions (necromancy, plant, primal)

Treerazer exudes a pulse of sickly green light in a 30-foot emanation. All plants in the area (including creatures under the effect of his aura of corruption) blacken and wither. Non-creature plants immediately wither and die. Plant creatures take 20d8 negative damage with a DC 49 basic fortitude save. A creature that fails its save is Doomed 1 for 1 minute and Sickened 3. Treerazer can choose to exclude any number of plants in the area from this effect, and generally does so to preserve twisted and corrupted plants or fungi, or plant creatures that are allied to his cause.

Treerazer can't use Defoliation for 1d4 rounds.

Dispelling Strike Free Action (abjuration, primal)

Frequency once per round

Trigger Treerazer hits a creature, object, or spell effect with a weapon Strike or a defoliation attack.


Effect Treerazer casts his innate Dispel Magic, targeting the creature he hit with his Strike or one spell affecting that creature.

Staggering Strike

When Treerazer scores a critical hit with a melee attack, the target is Stunned 2.


Primal Innate Spells (DC 49, +43 to hit)

Cantrips (10th Level): Telekinetic Projectile
2nd Level: Dispel Magic (At Will), Telekinetic Maneuver (At Will)
3rd Level: Earthbind (At Will), Wall of Thorns
4th Level: Freedom of Movement (Constant)
5th Level: Abyssal Plague (At Will), Abyssal Wrath (At Will)
6th Level: Tangling Creepers (At Will), True Seeing (Constant)
8th Level: Horrid Wilting
10th Level: Time Stop

Primal Rituals

1st Level: Abyssal Pact
5th Level: Planar Ally


Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Abyss itself-a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous foe.

Treerazer rarely leaves his swampy realm of Tanglebriar-a large thicket of tainted foliage and rotting detritus just south of Kyonin's Fierani Forest-but can be encountered anywhere within that toxic mire, often accompanied by a small legion of demons, corrupted fey, and other deadly allies. Certain occult rituals have the power to call him forth from Tanglebriar, granting him the opportunity to directly work his evils beyond the realm to which he has been exiled. Some believe that no eldritch force contains Treerazer and that, were he willing, he could travel Golarion with impunity, spreading the twisted blessings of his touch and the corruption of his presence, yet the Lord of the Blasted Tarn is as cunning and canny as he is deadly, and prefers to work his evils on the world from the safety of his nightmare realm.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.