Arboreal Sapling

Level 2
Creature· plantLargeRemaster
AC
17
HP
35
Speed
20 ft.
Perception
+11
Fort
+11
Ref
+6
Will
+9
Resistances bludgeoning 3, piercing 3
Weaknesses axe-vulnerability 5, fire 5
Languages arboreal, common, fey
Senses low-light-vision
Skills athletics +8, stealth +6, nature +5
Recall Knowledge DC 16 (nature)

Attacks

Melee Fist +11 (unarmed), Damage 1d10+4 bludgeoning
Melee Branch +10 (reach 10 ft.), Damage 1d8+4 piercing

Abilities

Axe Vulnerability

An arboreal sapling takes 5 additional damage from axes.

Shaky Footing

When an arboreal sapling critically fails an attack roll or Reflex saving throw, it becomes Prone unless it succeeds at a DC 11 flat.

Timber!

Trigger An arboreal sapling that is not Prone either becomes prone or is reduced to 0 HP


Effect The arboreal sapling topples over, dealing 2d6 bludgeoning damage to itself and to creatures in a 10-foot area (DC 16 reflex). Creatures that critically fail the saving throw are also knocked prone.

Young arboreals often appear lanky and uncoordinated. Their awkwardness belies their burgeoning strength and decades of natural studies.


An arboreal's abilities gradually change as it grows, explores, and fulfills its forest's needs. After decades of life as an unremarkable tree, an arboreal sapling uproots itself to discover its greater purpose, often guided by elders.

Always Growing

An arboreal sapling gradually grows into a more powerful form, such as an arboreal warden, filling whatever niche suits its interests and environment. However, even centuries later, an arboreal can slowly reshape itself to fill a new role, such as a warden transforming into an arboreal regent after their predecessor's retirement.

Occult Nutrients

While drawing water, nutrients, and trace primal energy from the soil, an arboreal sometimes absorbs psychic impressions that shape its growth. Taking root in haunted landscapes or abandoned fairgrounds can result in truly sinister or frolicsome arboreals.