Arboreal Snag

Level 3
Creature· evilUncommonLargeLegacy
AC
19
HP
45
Speed
20 ft.
Perception
+8
Fort
+12
Ref
+6
Will
+8
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances bludgeoning 5, piercing 5
Weaknesses axe-vulnerability 5, fire 5
Senses darkvision
Skills athletics +10, intimidation +7, stealth +7
Recall Knowledge DC 20 (religion)

Attacks

Melee Branch +12 (reach 10 ft.), Damage 1d10+6 bludgeoning
Melee Root +12, Damage 1d8+6 bludgeoning
Melee Rock +12 (brutal), Damage 1d8+6 bludgeoning

Abilities

Attack of Opportunity
Axe Vulnerability

An arboreal snag takes 5 additional damage from axes.

Putrid Sap

If the arboreal snag takes damage from a piercing attack, nauseating green pus spurts from the wound. Creatures within 10 feet of the snag must succeed at a DC 20 fortitude save or be Sickened 1 (Sickened 2 on a critical failure). Creatures that attempt this save are then temporarily immune for 1 hour.

Void Healing
Throw Rock
Grab
Knockdown

Arboreals can be victims of undeath like any other living creature, but without bones or flesh, their undead take a different form. When an arboreal shivers to life as undead, it often animates as a snag-a leafless, skeletal dead tree that haunts its forest, attacking any living creature it can catch. An arboreal snag is mindless and difficult to control, but some necromancers use them as forest guardians.

While many arboreals are comfortable remaining still for prolonged periods of time, arboreal snags tend to be restless, meandering in a region they consider their domain. This territory is sometimes evident from battered forest animals or trampled undergrowth that litters the ground, but forest creatures soon learn to avoid the area entirely. It doesn't take long for regions haunted by arboreal snags to grow desolate and unhealthy, and locals often dub such regions as haunted or cursed.