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Canopy Elder

In the densest and oldest jungles, arboreals can reach heights of 200 feet or more. Given thousands of undisturbed years, these massive creatures enter into a symbiotic relationship with a myriad of plants, fungi, and animals to achieve the esteemed status of canopy elder. They provide a safe home for the creatures they host and develop a variety of powers that help them defend their forest realms.

Recall Knowledge - Plant (Nature): DC 44
Unspecific Lore: DC 42
Specific Lore: DC 39

Elite | Normal | Weak
Proficiency without Level

Canopy ElderCreature 19

Rare N Gargantuan Plant 
Source Pathfinder #168: King of the Mountain pg. 78
Perception +32; low-light vision, tremorsense (imprecise) 120 feet
Languages Arboreal, Common, Sylvan; speak with animals, speak with plants
Skills Athletics +37, Diplomacy +35, Forest Lore +35, Intimidation +35, Nature +40, Stealth +31 (+39 in forests)
Str +10, Dex +4, Con +9, Int +6, Wis +8, Cha +5
AC 42; Fort +36, Ref +28, Will +33
HP 445; Resistances bludgeoning 15, piercing 15; Weaknesses axe vulnerability 15, fire 15
Attack of Opportunity [reaction]
Speed 40 feet
Melee [one-action] branch +37 [+32/+27] (reach 15 feet), Damage 4d12+18 bludgeoning and Improved Push 20 feetMelee [one-action] root +37 [+32/+27] (reach 30 feet), Damage 4d8+18 bludgeoning plus TripMelee [one-action] vine +37 [+33/+29] (agile, reach 40 feet), Damage 4d6+18 bludgeoning plus Improved GrabPrimal Innate Spells DC 38; 9th nature's enmity (×4); Constant (9th) speak with animals, speak with plants
Fungal Web [one-action] The canopy elder launches a rapidly growing net of fungus from the mushrooms growing on its body at a single creature within 80 feet. The target must attempt a DC 39 Reflex save or become restrained by the fungal web (Escape DC 39). While restrained, the creature takes 4d6 poison damage at the end of each of their turns.Pollen Cloud [two-actions] The canopy elder releases a dense cloud of pollen from the epiphytes living in its branches. The cloud emanates from the canopy elder in a 40-foot emanation. The cloud doesn't move with the canopy elder and remains in place for 1d6 rounds before dissipating. Creatures inside the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it. Non-plant and non-fungus creatures within the cloud must attempt a DC 38 Fortitude save. On a failure, the creature is sickened 3, and on a critical failure the creature is also blinded for 1 minute. Regardless of the result, a creature is then temporarily immune to the sickening and blinding effects of the canopy elder's pollen for 24 hours.Vine Splint [one-action] (healing) The canopy elder grows a mesh of vines around its broken branches, repairing the damage and restoring 40 HP to itself. The canopy elder can't use Vine Splint again for 1d4 rounds.

Sidebar - Related Creatures Canopy Elder Allies

Epiphytes, hallucinogenic mushrooms, carnivorous orchids, and stinging insects all call a canopy elder home, as might larger creatures such as primates, big cats, birds, bats, and snakes. Many of these residents will take great pains to defend their home from threats.

All Monsters in "Arboreal"

Arboreal Archive12
Arboreal Reaper7
Arboreal Regent8
Arboreal Warden4
Awakened Tree6
Canopy Elder19


Source Bestiary pg. 24
Arboreals are guardians of the forest and representatives of the trees. As longlived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk—even elves are fugacious in the eyes of arboreals—and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals’ wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build—a trait that serves vengeful members of their kind well.

Sidebar - Additional Lore Felled Arboreals

Arboreals have a great respect for dead members of their species. Their elaborate burial rituals involve laying the fallen arboreal down in a mossy bed in the center of a grove of saplings. The decomposing arboreal nourishes the saplings, ensuring the growth of a new generation of trees.

Sidebar - Additional Lore Fungus Network

Particularly old arboreal regents and other powerful arboreals can tap into the extensive network of fungus that connects the roots of all the trees in the forest. By doing so, the arboreal can learn of threats throughout the entire woodland, even from miles away.

Sidebar - Additional Lore Late Bloomers

Though they grow faster than trees, arboreals take decades to reach maturity. They spend their early years rooted in place, developing an affinity with the flora of their homeland and attuning to its rhythms while adult arboreals keep a watchful eye on their progress. After the first century, young arboreals become more mobile, often apprenticing with senior arboreals in their territory as they take up the mantle of forest guardian.