Arboreal Regent
Creature 8 — plant, wood
AnvilWeaverLANDplantwood
Arboreal regents 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
Source: pathfinder-monster-core
Perception +18; low-light-vision
Languages arboreal, common, fey; Speak with Plants
Skills athletics +19, diplomacy +16, intimidation +16, nature +18, stealth +11 (+21 in forests)
Str
+7
Dex
-1
Con
+6
Int
+1
Wis
+4
Cha
+2
AC 26
Fort +20
Ref +11
Will +16
HP 150
Resistances bludgeoning 5, piercing 5
Weaknesses axe-vulnerability 5, fire 10
Speed 25 feet
Offense
Melee Branch (reach-15) +19, Damage 2d12+7 bludgeoning
Melee Root (trip) +19, Damage 2d8+7 bludgeoning
Ranged Rock (brutal) +19, range increment 120 feet, Damage 2d10+7 bludgeoning
Abilities
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.
Awaken Tree (concentrate, primal) — The arboreal regent causes a tree within 180 feet to uproot itself and fight as a minion using the statistics for an Awakened Tree. The arboreal regent can control up to two awakened trees at a time, and they can issue commands to both trees as a single action, which has the concentrate and auditory traits.
Sunder Objects — When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure.
Throw Rock — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Primal Innate Spells DC 26, attack +18
3rd Speak with Plants (Constant)
WORKS WELL WITH
SniperLANDA ranged attacker keeps dealing damage while the sturdy, resistant regent holds melee contact and absorbs Strikes.
FlankerLANDA mobile skirmisher can capitalize on targets the regent's Root Strike trips and leaves Off-Guard.
SnareLANDExtra battlefield control compounds the regent's own trip effect, making it harder for the party to disengage from its awakened tree minions.
PUNISHES
✖ melee reliance✖ clumping✖ cover reliance
Stacking another slow, tanky Anvil produces a static fight since the regent already anchors the front and summons its own minions.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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