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Old Thornbarker



Recall Knowledge - Animal (Nature): DC 40
Recall Knowledge - Plant (Nature): DC 40
Unspecific Lore: DC 38
Specific Lore: DC 35

Elite | Normal | Weak
Proficiency without Level

Old ThornbarkerCreature 12

Unique Huge Animal Plant Wood 
Source Pathfinder #203 Shepherd of Decay pg. 42
Male variant arboreal archive
Perception +25; all-around vision, low-light vision, tremorsense (imprecise) 60 feet
Languages Arboreal, Common, Fey, Muan; speak with plants
Skills Athletics +23, Cradle of Knot Lore +28, Deception +22, Intimidation +22, Nature +25, Stealth +19 (+23 in forests)
Str +7, Dex +0, Con +5, Int +4, Wis +5, Cha +7
AC 33; Fort +23, Ref +18, Will +25
HP 230; Resistances bludgeoning 10, piercing 10; Weaknesses axes 10, fire 15
Abeyance Rift If Old Thornbarker dies unexpectedly before passing on their knowledge in a succession ritual, the amassed lore within his roots and boughs explodes out in a shock wave that deals 8d10 mental damage to creatures within 30 feet (DC 32 basic Will save) before dissipating; those who fail also fall prone.Sycophantic Scamps See below.
Speed 25 feet
Melee [one-action] branch +25 [+20/+15] (reach 15 feet), Damage 3d10+10 bludgeoning plus Improved KnockdownRanged [one-action] scamp +22 [+17/+12] (splash, thrown 60 feet), Damage 4d6+10 piercing plus 4 persistent piercing damage and 4 poison splash damagePrimal Innate Spells DC 32, attack +24; 6th tangling creepers; 3rd earthbind (at will); 2nd entangling flora; Constant (4th) speak with plants
Memory Maelstrom [three-actions] (incapacitation, mental, nonlethal, primal) Old Thornbarker tries to overwhelm foes with a surge of information he has absorbed over his long life. This surge deals 5d6 mental damage to each enemy within 40 feet, who must attempt a DC 32 Will save.
Critical Success The creature maintains its composure, takes no damage, and is temporarily immune to Memory Maelstrom for 1 minute.
Success The creature is stunned 1 and takes half damage.
Failure The creature takes full damage and is stunned 3.
Critical Failure The creature takes double damage, is confused for 2d4 rounds, and is stunned 3.
Sycophantic Scamps Dozens of wood scamps clamber on, nest in, and flit around Old Thornbarker, feeding him their observations and gossip. The arboreal can grab a nearby scamp as if drawing a weapon, using it as a thrown weapon. The unlucky scamp impacts with a clatter of spines and toxic pollen, after which the dazed elemental scampers away to regain its senses.
If Old Thornbarker takes 40 or more damage from an area effect, the scamps scatter and seek cover for 1d6 rounds, during which time Old Thornbarker can't make scamp Strikes and loses all-around vision.