Emorga All-Seer
Creature 9 (unique) — animal
WeaverMenderLANDAQUATICanimal
Source: wardens-of-wildwood-bestiary
Perception +21; low-light-vision, scent (imprecise) 30 feet
Languages common, fey, wildsong; speak with animals, speak with plants
Skills athletics +16, diplomacy +18, medicine +19, nature +21, society +18, Soothsaying Lore +23, survival +19
Str
+4
Dex
+0
Con
+5
Int
+4
Wis
+6
Cha
+4
AC 29
Fort +20
Ref +15
Will +20
HP 170
Speed 10 feet, swim 20 feet
Offense
Melee Jaws (unarmed) +19, Damage 2d10+10 piercing
Melee Foot (unarmed) +19, Damage 2d8+10 bludgeoning
Abilities
Initiative Adjustment — Emorga's perception is +11 for initiative purposes
Read Nature's Omens (concentrate, primal) — Frequency once per day
Requirements Emorga can see a naturally occurring pattern such as ripples in a pond, a murmuration of birds wheeling across the sky, or a tangle of interwoven vines and flowers
Effect Emorga spends 1 hour contemplating the pattern to receive a brief glimpse of possible futures, optionally posing a question about a specific person, place, or event. She attempts a DC 30 Nature or DC 30 Soothsaying-lore check.
Critical Success Emorga receives a helpful premonition of one significant event that is to occur within one week. If she specified a specific subject, the premonition relates specifically to events affecting or involving that subject. These visions might be partial or unclear, but they are never purposely misleading.
Success As critical success, but Emorga can only receive visions of events that will occur within the next 1d4 days.
Failure Emorga receives no vision, or receives a vision of something insignificant or unrelated to her subject.
Critical Failure Emorga incorrectly interprets the omens and receives a false vision. Treat as a critical success, but the vision is either wholly inaccurate or presented in a way that actively distorts its meaning.
Requirements Emorga can see a naturally occurring pattern such as ripples in a pond, a murmuration of birds wheeling across the sky, or a tangle of interwoven vines and flowers
Effect Emorga spends 1 hour contemplating the pattern to receive a brief glimpse of possible futures, optionally posing a question about a specific person, place, or event. She attempts a DC 30 Nature or DC 30 Soothsaying-lore check.
Critical Success Emorga receives a helpful premonition of one significant event that is to occur within one week. If she specified a specific subject, the premonition relates specifically to events affecting or involving that subject. These visions might be partial or unclear, but they are never purposely misleading.
Success As critical success, but Emorga can only receive visions of events that will occur within the next 1d4 days.
Failure Emorga receives no vision, or receives a vision of something insignificant or unrelated to her subject.
Critical Failure Emorga incorrectly interprets the omens and receives a false vision. Treat as a critical success, but the vision is either wholly inaccurate or presented in a way that actively distorts its meaning.
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.
Take Cover — Emorga withdraws into her shell, protecting her head and extremities from harm. She can't take move or attack actions while in this state, but gains a +4 circumstance bonus to AC and resistance 10 to physical attacks. She can end the state as a single action.
Trample — Large or smaller, foot, DC 25 Reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Primal Innate Spells DC 28, attack +20
5th Control Water, Speak with Stones
4th Mountain Resilience
3rd Earthbind, Safe Passage, Speak with Plants (Constant)
2nd Animal Messenger, Entangling Flora, Speak with Animals (Constant)
1st Heal
Cantrips (5th) Guidance, Read Aura, Tangle Vine
WORKS WELL WITH
AnvilLAND / AQUATICA durable frontliner protects the slow-moving spellcaster from being overrun on land.
CrasherLAND / AQUATICSpell-debuffed targets are softened for high-damage follow-up strikes.
FlankerLAND / AQUATICPrimal control spells create openings a skirmisher exploits for positional advantage.
PUNISHES
✖ standing still✖ low Reflex✖ clumping
Multiple slow land-movers leave both vulnerable to being kited and overrun together.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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