Sard
Creature 19 (rare) — electricity, plant, tane
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDVERTICALplantelectricity
An immense, gnarled, tree awoken with raw, primal power by one of the fey Eldest of the First World, this monster-one of the legendary Tane-skitters on huge, spidery roots and thrashes its branches as fiery lightning courses within its blackened bark, a living manifestation of the violent clash between ancient forest and stormy sky.
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +35; low-light-vision, tremorsense (imprecise) 120 feet
Languages aklo, arboreal, common, fey
Skills acrobatics +33, athletics +37, nature +31
Str
+10
Dex
+6
Con
+6
Int
+2
Wis
+6
Cha
+6
AC 43
Fort +35
Ref +31
Will +33
+1 status to all saves vs. magic
HP 400
Immunities electricity
Resistances fire 15, physical (except slashing) 15
Weaknesses cold-iron 15
Speed 40 feet, climb 25 feet
Offense
Melee Trunk (fatal-d12, reach-20) +37, Damage 4d6+18 bludgeoning plus 3d6 electricity
Melee Branch (agile, reach-20) +37, Damage 4d8+18 piercing plus Sard Venom
Melee Root (reach-10) +37, Damage 4d6+18 bludgeoning plus 1d6 electricity
Ranged Thorn (deadly-d10, primal, propulsive) +35, range increment 180 feet, Damage 4d4+16 piercing plus Sard Venom
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.
Planar Acclimation — The sard treats the plane it is located on as its home plane.
+1 Status to All Saves vs. Magic —
Splintering Death (electricity, primal) — When the sard dies, its body explodes in a 30-foot emanation. All creatures in the area take 10d6 electricity plus 10d6 piercing{10d6 electricity damage and 10d6 piercing damage} (DC 43 Reflex save). Any creature that takes piercing damage is also exposed to sard venom.
Lightning-Struck Curse (curse, primal) —
Sard Venom (poison, primal, virulent) — Saving Throw DC 41 Fortitude
Maximum Duration 10 rounds
Stage 1 2d6 electricity damage, 2d6 poison damage, and Clumsy 2 (1 round)
Stage 2 3d6 electricity damage, 3d6 poison damage, Clumsy 2, and Slowed 1 (1 round)
Stage 3 4d6 electricity damage, 4d6 poison damage, Clumsy 2, and Slowed 2 (1 round)
Maximum Duration 10 rounds
Stage 1 2d6 electricity damage, 2d6 poison damage, and Clumsy 2 (1 round)
Stage 2 3d6 electricity damage, 3d6 poison damage, Clumsy 2, and Slowed 1 (1 round)
Stage 3 4d6 electricity damage, 4d6 poison damage, Clumsy 2, and Slowed 2 (1 round)
Thorn Volley — The sard makes up to four thorn Strikes, each against a different target. The sard's multiple attack penalty doesn't increase until after all the attacks have been made.
Trample — Huge or smaller, root, DC 39 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 41, attack +31
9th Storm of Vengeance
8th Punishing Winds, Tree Stride
7th Chain Lightning (×3)
WORKS WELL WITH
WeaverLAND / VERTICALThe Weaver slows and corrals enemies into the Sard's devastating reach and Trample path for maximum area impact.
MenderLANDThe Mender sustains the Sard's aggressive front-line pressure through prolonged engagements and absorbs the death-explosion fallback.
FlankerLAND / VERTICALThe Sard's overwhelming reach and area pressure draw enemy priority away from the Flanker approaching for precision strikes.
PUNISHES
✖ clumping✖ melee reliance
Crasher stacking risks melee congestion given the Sard's Gargantuan size and reach footprint.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Sard in the encounter builder — free, no install.
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