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Corpseroot

Creature 11 — undead, unholy

Pre-Remaster content. May include legacy alignment.

AnvilSnareLANDundeadunholy

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; darkvision
Languages arboreal, fey, necril; (can't speak any language)
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 (void healing)
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 (reach-15) +24, Damage 3d12+10 bludgeoning
Melee Root (agile, reach-20, trip) +24, Damage 3d8+10 bludgeoning plus Grab
Ranged Rotten Fruit (splash) +20, range increment 20 feet, 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 — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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

WORKS WELL WITH

CrasherLANDPositioning tension: the Crasher pushes enemies into the Anvil's extended reach, and the Anvil's Grab immobilizes them for the Crasher's burst.
ShadeLANDTempo tension: the Shade debuffs enemy saves, making the Anvil's Grab and the Snare's area-denial more likely to take hold.

PUNISHES

✖ melee clustering✖ clumping
Pairing with another stationary Anvil creates competition for the same chokepoint.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Book of the Dead.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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