Canopy Elder
Creature 19 (rare) — plant
Pre-Remaster content. May include legacy alignment.
AnvilSnareLANDplant
In the densest and oldest jungles, arboreals can reach heights of 200 feet or more. Given thousands of undisturbed years, these massive creatures enter into a symbiotic relationship with a myriad of plants, fungi, and animals to achieve the esteemed status of canopy elder. They provide a safe home for the creatures they host and develop a variety of powers that help them defend their forest realms.
Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)
Perception +32; low-light-vision, tremorsense (imprecise) 120 feet
Languages arboreal, common, fey; speak with animals, speak with plants
Skills athletics +37, deception +35, Forest Lore +35, intimidation +35, nature +40, stealth +31 (+39 in forests)
Str
+10
Dex
+4
Con
+9
Int
+6
Wis
+8
Cha
+5
AC 42
Fort +36
Ref +28
Will +33
HP 445
Resistances bludgeoning 15, piercing 15
Weaknesses fire 15
Speed 40 feet
Offense
Melee Branch (reach-15) +37, Damage 4d12+18 bludgeoning plus Improved Push
Melee Root (reach-30) +37, Damage 4d8+18 bludgeoning plus Trip
Melee Vine (agile, reach-40) +37, Damage 4d6+18 bludgeoning plus Improved Grab
Abilities
Tremorsense 120 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Axe Vulnerability 15 — A canopy elder has a weakness to axes.
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.
Attack of Opportunity —
Vine Splint (healing) — The canopy elder grows a mesh of vines around its broken branches, repairing the damage and restoring 40 healing HP to itself. The canopy elder can't use Vine Splint again for 1d4 rounds.
Fungal Web — The canopy elder launches a rapidly growing net of fungus from the mushrooms growing on its body at a single creature within 80 feet. The target must attempt a DC 39 Reflex save or become restrained by the fungal web (Escape). While restrained, the creature takes 4d6 poison damage at the end of each of their turns.
Pollen Cloud — The canopy elder releases a dense cloud of pollen from the epiphytes living in its branches. The cloud emanates from the canopy elder in a 40-foot emanation. The cloud doesn't move with the canopy elder and remains in place for 1d6 rounds before dissipating. Creatures inside the cloud become Concealed, and all creatures outside the cloud become concealed to creatures within it. Non-plant and non-fungus creatures within the cloud must attempt a DC 38 Fortitude save. On a failure, the creature is Sickened 3, and on a critical failure the creature is also Blinded for 1 minute. Regardless of the result, a creature is then temporarily immune to the sickening and blinding effects of the canopy elder's pollen for 24 hours.
Improved Grab —
Improved Push (20 Feet) —
Primal Innate Spells DC 38, attack +30
9th Nature's Enmity (×4), Speak with Animals (Constant), Speak with Plants (Constant)
WORKS WELL WITH
CrasherLANDRestrained targets from fungal web grant flat-footed for high-damage follow-up strikes.
SniperLANDEngages safely from outside the pollen emanation while the frontline is locked down.
WeaverLANDWill-targeting debuffs compound with grab to exhaust enemy action economy.
PUNISHES
✖ clumping✖ standing still✖ melee approach
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Canopy Elder in the encounter builder — free, no install.
Open in PathfinderGM →