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Primal Warden of Zibik

Creature 12 (rare) — construct, plant

AnvilSnareLANDconstructplant

Source: wardens-of-wildwood-bestiary

Perception +20; darkvision
Languages arboreal, muan; (can't speak any language)
Skills athletics +20
Str
+7
Dex
+2
Con
+6
Int
-1
Wis
+2
Cha
-5
AC 33 Fort +26 Ref +20 Will +18
HP 195
Resistances physical (except adamantine) 10
Speed 25 feet

Offense

Melee Flourishing Fist (magical) +26, Damage 3d10+13 bludgeoning plus Flourishing Growth
Ranged Rotten Bark (magical) +21, range increment 30 feet, Damage 3d8+13 bludgeoning plus Fractal Rot

Abilities

Aura of Decay (aura, primal) — 30 feet.

Plant objects and creatures in the emanation can't regain Hit Points unless the effect that attempts to heal them counteracts the aura, which has a counteract rank of 6 and a counteract DC of 32.

A primal warden of Zibik can spend 1 action to reverse this aura; it becomes an aura of renewal with the healing trait, instead doubling the number of Hit Points of any healing effect received by a plant creature in the emanation.
Primal Destruction (primal, void) — When the primal warden of Zibik is reduced to 0 Hit Points, it erupts with primal energy in a 30-foot emanation, dealing 12d6 void damage. Each creature in the area must attempt a DC 32 Will save with the following outcomes.

Critical Success The creature takes half damage.

Success The creature takes full damage.

Failure The creature takes full damage and becomes temporarily cursed by Zibik to be Enfeebled 1 and Stupefied 1 for 1 day; this is a curse effect with a counteract DC of 32.

Critical Failure As failure, except the creature becomes Enfeebled 2 and Stupefied 2.
Rotten Burst (primal) —
Flourishing Growth (plant, primal) — The first time each round a creature takes damage from the warden's fists, the target must attempt a DC 32 Fortitude save. On a failure, tiny sprouts burst from the creature's flesh, and it becomes Slowed 1 for 1 round.
Fractal Rot (disease, primal) — The first time each round a creature takes damage from the warden's rotten bark, the target becomes Sickened 1 as the flesh where it was struck momentarily twists and rots, causing considerable pain.
Primal Innate Spells DC 32, attack +24
6th Field of Life, Tangling Creepers
5th Nature's Pathway (At Will), Toxic Cloud
4th Unfettered Movement (Constant), Vital Beacon
3rd Speak with Plants (At Will), Wall of Thorns
2nd Speak with Animals (At Will)
Cantrips (6th) Caustic Blast, Tangle Vine

WORKS WELL WITH

SniperLANDA ranged ally can snipe safely while this creature's high resistance and reach hold the front line.
CrasherLANDA mobile striker chases down foes this creature has already Slowed or Sickened.
WeaverLANDA caster's debuffs land more reliably while this creature anchors the front and forces engagement.

PUNISHES

✖ clumping✖ melee reliance✖ standing still
Avoid stacking melee-committed allies close beside it; its death burst area can catch nearby partners as well as foes.
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 #203: Shepherd of Decay.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

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