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Sard

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.

Recall Knowledge - Plant (Nature): DC 44

SardCreature 19

RareCEGargantuanElectricityPlantTane
Source Bestiary 2 pg. 231
Perception +35; low-light vision, tremorsense 120 feet
Languages Aklo, Arboreal, Common, Sylvan
Skills Acrobatics +33, Athletics +37, Nature +31
Str +10, Dex +6, Con +6, Int +2, Wis +6, Cha +6
Planar Acclimation The sard treats the plane it is located on as its home plane.
AC 43; Fort +35, Ref +31, Will +33; +1 status to all saves vs. magic
HP 400; Immunities electricity; Resistances fire 15, physical 15 (except slashing); Weaknesses cold iron 15
Splintering Death (electricity, evocation, primal) When the sard dies, its body explodes in a 30-foot emanation. All creatures in the area take 10d6 electricity damage and 10d6 piercing damage (DC 43 basic Reflex save). Any creature that takes piercing damage is also exposed to sard venom.
Speed 40 feet, climb 25 feet
Melee Single ActionSingle Action trunk +37 [+32/+27] (fatal d12, reach 20 feet), Damage 4d6+18 bludgeoning plus 3d6 persistent electricityMelee Single ActionSingle Action branch +37 [+33/+29] (agile, reach 20 feet), Damage 4d8+18 piercing plus sard venomMelee Single ActionSingle Action root +37 [+32/+27] (reach 10 feet), Damage 4d6+18 bludgeoning plus 1d6 electricityRanged Single ActionSingle Action thorn +35 [+30/+25] (deadly d10, primal, propulsive, range 180 feet), Damage 4d4+16 piercing plus sard venomPrimal Innate Spells DC 41; 9th storm of vengeance; 8th punishing winds, tree stride; 7th chain lightning (×3)
Rituals DC 39; 8th control weather (doesn't require secondary casters)
Lightning-Struck Curse ReactionReaction (curse, necromancy, primal) Trigger The sard is about to damage a creature that has electricity resistance; Effect An instant before the target takes the electricity damage from the triggering event, the sard's electrical sparks glow red. The target must succeed at a DC 41 Will save or lose any electricity resistance it has until this curse is lifted.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)Thorn Volley Two ActionsTwo Actions 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 Three ActionsThree Actions Huge or smaller, root, DC 39

Sidebar - Additional Lore The Witch-Tree

The first sard was created when the Eldest known as the Green Mother beckoned the sky's rage to strike the eldest oak in her domain, transforming the tree into a living siege engine. This original sard still stands sentinel in the Hanging Bower of the First World.