Arboreal Sapling
Creature 2 — plant
AnvilLANDplant
Young arboreals often appear lanky and uncoordinated. Their awkwardness belies their burgeoning strength and decades of natural studies. An arboreal's abilities gradually change as it grows, explores, and fulfills its forest's needs. After decades of life as an unremarkable tree, an arboreal sapling uproots itself to discover its greater purpose, often guided by elders. Always Growing An arboreal sapling gradually grows into a more powerful form, such as an arboreal warden, filling whatever n
Source: wardens-of-wildwood-bestiary
Perception +11; low-light-vision
Languages arboreal, common, fey
Skills athletics +8, nature +5, stealth +6 (+10 in forests)
Str
+4
Dex
+0
Con
+3
Int
+0
Wis
+3
Cha
+1
AC 17
Fort +11
Ref +6
Will +9
HP 35
Resistances bludgeoning 3, piercing 3
Weaknesses axe-vulnerability 5, fire 5
Speed 20 feet
Offense
Melee Fist (unarmed) +11, Damage 1d10+4 bludgeoning
Melee Branch (reach-10) +10, Damage 1d8+4 piercing
Abilities
Axe Vulnerability — An arboreal sapling takes 5 additional damage from axes.
Shaky Footing — When an arboreal sapling critically fails an attack roll or Reflex saving throw, it becomes Prone unless it succeeds at a DC 11 Flat.
Timber! —
WORKS WELL WITH
CrasherLANDA mobile attacker dives around the flanks while this holds ground and threatens reach, splitting the party's attention between two problems.
SnareLANDA controller that immobilizes a target turns the long reach into a nearly guaranteed hit every round.
SniperLANDA ranged attacker keeps pressure on foes who hang back to avoid the reach threat, denying them a safe distance.
PUNISHES
✖ melee reliance✖ clumping
Avoid pairing with another fire-vulnerable creature in flammable terrain; a single area fire effect punishes both at once.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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