Arboreal Tar Tree
Creature 9 (rare) — plant, undead, unholy
Pre-Remaster content. May include legacy alignment.
WeaverShadeLANDundeadplant
Source: quest-for-the-frozen-flame-bestiary (Pre-Remaster)
Perception +18; darkvision
Languages arboreal, common, fey, necril
Skills athletics +20, intimidation +18, nature +15, stealth +18 (+22 in forests)
Str
+6
Dex
+3
Con
+6
Int
+2
Wis
+4
Cha
+4
AC 28
Fort +21
Ref +15
Will +18
HP 175 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, sleep
Resistances bludgeoning 10, piercing 10
Weaknesses fire 10
Speed 20 feet
Offense
Melee Thorny Branch (reach-15) +19, Damage 2d8+11 slashing plus Improved Grab
Ranged Rock (brutal) +19, range increment 60 feet, Damage 2d6+10 bludgeoning
Abilities
Axe Vulnerability — An arboreal tar tree takes 10 additional from axes.
Spawn Tar Tree (primal) — A living arboreal or animated tree slain by a tar tree's thorny branch Strike rises as a tar tree spawn after 1d4 rounds. This tar tree spawn is under the command of the tar tree that killed it. It doesn't have primal innate spells or the spawn tar tree ability and becomes Clumsy 2 for as long as it's a tar tree spawn. If the creator of the tar tree spawn dies, the tar tree spawn becomes a full-fledged, autonomous tar tree; it regains its free will, gains primal innate spells and the spawn tar tree ability, and is no longer clumsy.
Throw Rock —
Divine Innate Spells DC 25, attack +15
5th Black Tentacles, Cloudkill
3rd Earthbind, Slow, Wall of Thorns
WORKS WELL WITH
AnvilLANDAnvil protects this creature while it creates spawns to overwhelm the party through action-economy advantage.
CrasherLANDCrasher finishes weakened targets so spawns multiply faster and snowball the encounter.
PUNISHES
✖ melee approach✖ low AC frontliners✖ attrition
multiple weavers bloat initiative with spawns creating action-economy drag
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Arboreal Tar Tree in the encounter builder — free, no install.
Open in PathfinderGM →