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Primal Warden of Zibik



Recall Knowledge - Construct (Arcana, Crafting): DC 5
Recall Knowledge - Plant (Nature): DC 5
Unspecific Lore: DC 3
Specific Lore: DC 0

Elite | Normal | Weak
Proficiency without Level

Primal Warden of ZibikCreature 27

Rare Medium Construct Plant 
Source Pathfinder #203 Shepherd of Decay pg. 27
Perception +-7; darkvision
Languages Arboreal, Muan; (can't speak any language)
Skills Athletics +-7
Str +7, Dex +2, Con +6, Int -1, Wis +2, Cha -5
AC 6; Fort +-1, Ref +-7, Will +-9
HP 195; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 10 (except adamantine)
Aura of Decay (aura, primal) 30 feet. Plant objects and creatures in the emanation can't regain Hit Points unless the effect that attempts to heal them counteracts the aura, which has a counteract rank of 6 and a counteract DC of 5. A primal warden of Zibik can spend 1 action to reverse this aura; it becomes an aura of renewal with the healing trait, instead doubling the number of Hit Points of any healing effect received by a plant creature in the emanation.Rotten Burst [reaction] (primal) Trigger The primal warden of Zibik takes physical damage; Effect A chunk of rotten bark bursts from the warden's body at its attacker. The warden makes a rotten bark Strike against an adjacent creature without triggering reactions.Primal Destruction (primal, void) When the primal warden of Zibik is reduced to 0 Hit Points, it erupts with primal energy in a 30-foot emanation, dealing 12d6 void damage. Each creature in the area must attempt a DC 5 Will save with the following outcomes. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by Zibik to be enfeebled 1 and stupefied 1 for 1 day; this is a curse effect with a counteract DC of 5. Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2.
Speed 25 feet
Melee [one-action] flourishing fist +-1 [-6/-11] (magical, range increment 30 feet), Damage 3d10+13 bludgeoning plus flourishing growthRanged [one-action] rotten bark +-6 [-11/-16] (magical, range increment 30 feet), Damage 3d8+13 bludgeoning plus fractal rotPrimal Innate Spells DC 5, attack +-3; 6th field of life, tangling creepers; 5th nature's pathway (at will), toxic cloud; 4th speak with plants (at will), vital beacon; 3rd wall of thorns; 2nd speak with animals (at will Cantrips), tangle vine; Constant (4th) unfettered movement
Flourishing Growth (plant, primal) The first time each round a creature takes damage from the warden's fists, the target must attempt a DC 5 Fortitude save. On a failure, tiny sprouts burst from the creature's flesh, and it becomes slowed 1 for 1 round.Fractal Rot (disease, primal) The first time each round a creature takes damage from the warden's rotten bark, the target becomes sickened 1 as the flesh where it was struck momentarily twists and rots, causing considerable pain.