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Abyss-Warped TreesHazard 4

Legacy Content

Unique Complex Environmental 
Source Pathfinder #176: Lost Mammoth Valley pg. 13
Complexity Complex
Stealth DC 12 (Trained) to determine the trees can move
Description A forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area A21).
Disable DC 22 Survival (trained) to find a location the trees can't reach or DC 24 Religion to recite a prayer that temporarily casts out the fiendish energy inside a single tree in the grove, disabling it for 1 minute. A disabled or destroyed tree creates a 5-foot-square area in the grove that's safe from this hazard.
AC 18, Fort +14, Ref +14
Hardness 10, HP 40 (BT 20); Immunities critical hits, object immunities, precision damage, Weaknesses fire 5
Shift Roots [reaction] Trigger A creature ends its movement in the grove; Effect The trees throughout the tainted grove shift their roots wildly, making the area difficult terrain, then the Abyss-warped trees roll initiative.
Tighten Grip [free-action] Trigger The Abyss-warped trees critically hit a creature with a branch Strike; Effect The Abyss-warped trees loop their branches around the triggering creature, grabbing it (Escape DC 21).
Routine (4 actions) The Abyss-warped trees use their first action each round to lash their roots; each creature in the tainted grove must succeed at a DC 21 Reflex save or fall prone. The Abyss-warped trees use their second, third, and fourth actions to make branch Strikes against up to three different creatures in the tainted grove.
Melee branch +14, Damage 2d8+5 bludgeoning
Reset The Abyss-warped trees cease moving 1 minute after no living creatures are in the tainted grove. They reset immediately. A disabled tree reanimates after 1 minute. A destroyed tree regrows after 1 month.