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PFS StandardCorpseroot

Corpseroots are rotten, undead trees that grow bright-red poisonous fruit and spread blight to surrounding plants, transforming healthy trees into new corpseroots. These cunning killers drain the life from creatures through their root systems, posing as dead trees until their victims come within reach.

Corpseroots most commonly form from rotten husks of trees that died from supernatural blights, making them common threats in the Fangwood and Fierani forests. The most powerful are ancient trees used as shrines and sacrificial altars, their roots absorbing the blood, flesh, and terror of those condemned under their boughs. Some of these ancient corpseroots still command the respect and devotion of the cults that inadvertently created them.

Recall Knowledge - Undead (Religion): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite CorpserootCreature 12

Legacy Content

NE Huge Undead 
Source Book of the Dead pg. 81
Perception +20; darkvision
Languages Arboreal, Necril, Sylvan; (can't speak any language)
Skills Athletics +26, Stealth +20
Str +7, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Plant When it isn't in danger, the corpseroot spends 1 minute rooting to the earth, becoming planted in place. While the corpseroot is planted and immobile, creatures must actively Seek and succeed at a DC 36 Perception check (DC 40 in forests) to detect the corpseroot's true nature.
AC 32; Fort +26, Ref +20, Will +20
HP 245 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances bludgeoning 10, piercing 10; Weaknesses axe vulnerability, fire 10
Axe Vulnerability The corpseroot takes 10 additional damage from axes.Blight (aura, necromancy, poison, primal) 30 feet. A plant entering or starting its turn in the corpseroot's aura begins to wither and must succeed at a DC 29 Fortitude save or become sickened 2 (sickened 4 on a critical failure). A plant that succeeds is temporarily immune for 1 minute. A plant that stays in the aura for 7 consecutive days must succeed at a DC 29 Fortitude save or die. If the plant was a creature or tree, it rises as a corpseroot. The newly risen corpseroot can't create more corpseroots but has all other corpseroot abilities. Plants that are neither magical nor creatures automatically fail saves against blight.
Speed 20 feet
Melee [one-action] branch +26 [+21/+16] (reach 15 feet), Damage 3d12+2+10 bludgeoningMelee [one-action] root +26 [+22/+18] (agile, reach 20 feet, trip), Damage 3d8+2+10 bludgeoning plus GrabRanged [one-action] rotten fruit +22 [+17/+12] (range increment 20 feet, splash), Damage 3d4+2+7 bludgeoning plus 2d6 poison splash damageTake Root [one-action] (necromancy, primal) Frequency once per round; Requirements The corpseroot has a creature grabbed or restrained; Effect The corpseroot buries its roots into the creature, dealing 1d6+11 piercing damage and draining the target's life force (DC 32 basic Fortitude save). On a failure, the creature is drained 1 (or increases the value by 1 if already drained), and the corpseroot regains 10 HP. If this would make a creature drained 5, the creature dies.

Sidebar - Related Creatures Fearsome Foes

Although they lack the intelligence of most humanoids, corpseroots are cunning and understand the languages of their two most hated foes, arboreals and fey, both of whom strike against corpseroots upon discovering them. Most corpseroots strive to avoid the notice of these enemies by blending in among other dead plants and remaining immobile whenever arboreal or fey hunters pass by.