Pine Arborean

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Arboreans are majestic treefolk who embody the very essence of primeval nature. They are deeply rooted in tradition and respect for all living things. As such, they respect the necessity of death as part of the cycle of life, but they loathe wanton destruction. They seek to maintain a harmonious existence between the sentient races and the unspoilt homelands of both flora and fauna.

There are several types of Arboreans, each of whom tend to have different outlooks on life and fill different roles in Arborean society.

Pine Arborean

Though not so tough as their oaken relatives, Pine Arboreans are often viewed as equally brave and equally essential sentinels of the natural world. While Oak Arboreans are stronger, Pine Arboreans can withstand much colder weather, and so they often guard northern forests.

Pine Arborean

Monster Level: 13
Huge (Tall). Plant (Primal)
STR DEX END AWR INT CHA
5 1 6 4 0 1
Ref: 11 Fort: 16 Ant: 14 Log: 10 Will: 11
Resist Primal 2, Radiant 5
Armor Rating 13 Immune Cold
Hit Points 120 Vulnerable Fire 1
Speed 30ft Senses Darkvision 30ft
Skills (STR) Applied Force +4 Traits Immutable
Features
Unassuming Form. When the Arborean is motionless, it is indistinguishable from a normal pine.
Voice of the Forest. The Arborean may communicate with plants at will.
Primeval Defender. Using END, the Arborean can cast the Photosynthesis, Rapid Growth, Warden’s Navigation, and Warden’s Trap invocations each once per day.
Evergreen. The Arborean is immune to the negative effects of extreme cold weather.
Actions

The Arborean can take THREE of the following actions, or take the same action three times.

Move. The Arborean can move up to its speed.
Attack. Reach 15ft Natural Weapon. +5 vs AR. Hit: 9 (1d8 + 5) blunt.
Engage. The Arborean picks a creature within 5ft of it to become Engaged until the start of the Arborean’s next turn.

OR the Arborean can take TWO of the following actions, or take the same action twice...

Move. The Arborean can move up to its speed.
Feature. The Arborean uses its Slam attack.

...AND take ONE of the following actions.

Tangle. Ranged (30ft) Natural Weapon. +5 vs REF of each creature in a line from the Arborean to a point within range. Hit: 9 (1d8 + 5) blunt and the creature falls Prone.
Shed. The Arborean sheds conifer needles in a 30ft radius around itself. Each creature that breathes and starts its turn within the radius must make a DC 16 END check; on a fail, they are Shaken and Chilled.

OR the Arborean can take TWO of the following actions, or take the same action twice.

Tangle. The Arborean can use its Tangle ability.
Shed. The Arborean can use its Shed ability.
Reactions
Engage (1/Round). If a creature that the Arborean has Engaged moves more than 15ft away from the Arborean, the Arborean can make a reactive Slam attack. If it hits with this attack, the creature’s speed also becomes 0ft until the end of its turn.

Features

Unassuming Form. When the Arborean is motionless, it is indistinguishable from a normal pine.

Voice of the Forest. The Arborean may communicate with plants at will.

Primeval Defender. Using END, the Arborean can cast the Photosynthesis, Rapid Growth, Warden’s Navigation, and Warden’s Trap invocations each once per day.

Evergreen. The Arborean is immune to the negative effects of extreme cold weather.

Actions

The Arborean can take THREE of the following actions, or take the same action three times.

Move. The Arborean can move up to its speed.

Attack. Reach 15ft Natural Weapon. +5 vs AR. Hit: 9 (1d8 + 5) blunt.

Engage. The Arborean picks a creature within 5ft of it to become Engaged until the start of the Arborean’s next turn.

OR the Arborean can take TWO of the following actions, or take the same action twice...

Move. The Arborean can move up to its speed.

Feature. The Arborean uses its Slam attack.

...AND take ONE of the following actions.

Tangle. Ranged (30ft) Natural Weapon. +5 vs REF of each creature in a line from the Arborean to a point within range. Hit: 9 (1d8 + 5) blunt and the creature falls Prone.

Shed. The Arborean sheds conifer needles in a 30ft radius around itself. Each creature that breathes and starts its turn within the radius must make a DC 16 END check; on a fail, they are Shaken and Chilled.

OR the Arborean can take TWO of the following actions, or take the same action twice.

Tangle. The Arborean can use its Tangle ability.

Shed. The Arborean can use its Shed ability.

Reactions

Engage (1/Round). If a creature that the Arborean has Engaged moves more than 15ft away from the Arborean, the Arborean can make a reactive Slam attack. If it hits with this attack, the creature’s speed also becomes 0ft until the end of its turn.