Corpseroot
Creature 11 — undead, unholy
Pre-Remaster content. May include legacy alignment.
Corpseroots are rotten, undead trees that grow bright-red poisonous fruit and spread blight to surrounding plants, transforming healthy trees into new corpseroots. These cunning killers drain the life from creatures through their root systems, posing as dead trees until their victims come within reach. Corpseroots most commonly form from rotten husks of trees that died from supernatural blights, making them common threats in the Fangwood and Fierani forests. The most powerful are ancient trees
Source: book-of-the-dead-bestiary (Pre-Remaster)
Perception +18
Skills athletics +24, stealth +18
Str
+7
Dex
+3
Con
+5
Int
-2
Wis
+3
Cha
+2
AC 30
Fort +24
Ref +18
Will +18
HP 225
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances bludgeoning 10, piercing 10
Weaknesses axe-vulnerability 10, fire 10
Speed 20 feet
Offense
Melee Branch +24, Damage 3d12+10 bludgeoning
Melee Root +24, Damage 3d8+10 bludgeoning
Ranged Rotten Fruit +20, Damage 3d4+7 bludgeoning plus 2d6 poison
Abilities
Axe Vulnerability — The corpseroot takes 10 additional damage from axes.
Blight (aura, poison, primal) — 30 feet. A plant entering or starting its turn in the corpseroot's aura begins to wither and must succeed at a DC 27 Fortitude save or become Sickened 2 (Sickened 4 on a critical failure). A plant that succeeds is temporarily immune for 1 minute.
A plant that stays in the aura for 7 consecutive days must succeed at a DC 27 Fortitude save or die. If the plant was a creature or tree, it rises as a corpseroot. The newly risen corpseroot can't create more corpseroots but has all other corpseroot abilities. Plants that are neither magical nor creatures automatically fail saves against blight.
Plant — When it isn't in danger, the corpseroot spends 1 minute rooting to the earth, becoming planted in place. While the corpseroot is planted and immobile, creatures must actively Seek and succeed at a DC 36 Perception check (DC 40 Perception in forests) to detect the corpseroot's true nature.
Void Healing — Negative Healing
Take Root (primal) — Frequency once per round
Requirements The corpseroot has a creature Grabbed or Restrained
Effect The corpseroot buries its roots into the creature, dealing 1d6+11 piercing damage and draining the target's life force (DC 30 Fortitude). On a failure, the creature is Drained 1 (or increases the value by 1 if already drained), and the corpseroot regains 10 healing HP. If this would make a creature drained 5, the creature dies.
Grab — Grab
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