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There is a Legacy version here.

Sard

An immense, gnarled tree awoken with raw, primal power by one of the Eldest of the First World, this legendary Tane skitters on huge, spidery roots and thrashes their branches. Fiery lightning courses within their blackened bark, a living manifestation of the violent clash between ancient forest and stormy sky. Sards are created as living siege engines, awoken by the Eldest when the target of their ire tries to hide behind stone walls and high battlements. The blood-red lightning that runs through a sard’s twisted trunk instead of sap makes short work of such mortal defenses, great arcs of electricity tearing through stone and those that hide behind it. As representations of the cataclysmic destruction of serene beauty, sards take cruel glee in their work.

Elite | Normal | Weak
Proficiency without Level

SardCreature 19

Rare Gargantuan Electricity Plant Tane 
Source Feybound pg. 146
Recall Knowledge DC 44 (includes +5 from Rare) • Plant (Nature)
Perception +35; low-light vision, tremorsense 120 feet
Languages Aklo, Arboreal, Common, Fey
Skills Acrobatics +33, Athletics +37, Nature +31
Str +10, Dex +6, Con +6, Int +2, Wis +6, Cha +6
Planar Acclimation The sard treats the plane it’s located on as its home plane.
AC 43; Fort +35, Ref +31, Will +33; +1 status to all saves vs. magic
HP 400; Immunities electricity; Resistances fire 15, physical 15 (except slashing); Weaknesses cold iron 15
Splintering Death (electricity, primal) When the sard dies, their body explodes in a 30-foot emanation. All creatures in the area take 10d6 electricity damage and 10d6 piercing damage (DC 43 basic Reflex save). Any creature that takes piercing damage is also exposed to sard venom.
Speed 40 feet, climb 25 feet
Melee [one-action] trunk +37 [+32/+27] (fatal d12, reach 20 feet), Damage 4d6+18 bludgeoning plus 3d6 persistent electricityMelee [one-action] branch +37 [+33/+29] (agile, reach 20 feet), Damage 4d8+18 piercing plus sard venomMelee [one-action] root +37 [+32/+27] (reach 10 feet), Damage 4d6+18 bludgeoning plus 1d6 electricityRanged [one-action] thorn +35 [+30/+25] (deadly d10, primal, propulsive, range 180 feet), Damage 4d4+16 piercing plus sard venomPrimal Innate Spells DC 41; 9th wrathful storm; 8th nature's pathway, punishing winds; 7th chain lightning (×3)
Rituals DC 39; 8th control weather (doesn’t require secondary casters)
Lightning-Struck Curse [reaction] (curse, primal) Trigger The sard is about to deal electricity damage to a creature that has electricity resistance; Effect An instant before the target takes damage from the triggering event, the sard’s electrical sparks glow red. The target must succeed at a DC 41 Will save or lose any electricity resistance it has until this curse is lifted.Sard Venom (poison, primal, virulent) Saving Throw DC 41 Fortitude; Maximum Duration 10 rounds; Stage 1 2d6 electricity damage, 2d6 poison damage, and clumsy 2 (1 round); Stage 2 3d6 electricity damage, 3d6 poison damage, clumsy 2, and slowed 1 (1 round); Stage 3 4d6 electricity damage, 4d6 poison damage, clumsy 2, and slowed 2 (1 round)Thorn Volley [two-actions] The sard makes up to four thorn Strikes, each against a different target. The sard’s multiple attack penalty doesn’t increase until after all the attacks have been made.Trample [three-actions] Huge or smaller, root, DC 39

Sidebar - Additional Lore The Witch-Tree

The first sard was created when the Eldest known as the Green Mother beckoned the sky's rage to strike the eldest oak in her domain, transforming the tree into a living siege engine that would annihilate any wall that stood in her way. This original sard still stands sentinel in the Hanging Bower of the First World, having lain dormant for centuries. Fey still give the witch tree a wide berth, however, as none know when the lightning within might crackle to life once more.

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