Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
A plant that stays in the aura for 7 consecutive days must succeed at a DC 27 Fortitude save or die. If the plant was a creature or tree, it rises as a corpseroot. The newly risen corpseroot can't create more corpseroots but has all other corpseroot abilities. Plants that are neither magical nor creatures automatically fail saves against blight.
Ability
Axe Vulnerability
The corpseroot takes 10 additional damage from axes.
Ability
Blight
(aura, necromancy, poison, primal) 30 feet. A plant entering or starting its turn in the corpseroot's aura begins to wither and must succeed at a DC 27 Fortitude save or become sickened 2 (sickened 4 on a critical failure). A plant that succeeds is temporarily immune for 1 minute.
Ability
Plant
When it isn't in danger, the corpseroot spends 1 minute rooting to the earth, becoming planted in place. While the corpseroot is planted and immobile, creatures must actively Seek and succeed at a DC 36 Perception check (DC 40 in forests) to detect the corpseroot's true nature.
Ability
Take Root
Circumstance: The corpseroot has a creature grabbed or restrained;
Frequency: once per round
The corpseroot buries its roots into the creature, dealing 1d6+11 piercing damage and draining the target's life force (DC 30 basic Fortitude save). On a failure, the creature is drained 1 (or increases the value by 1 if already drained), and the corpseroot regains 10 HP. If this would make a creature drained 5, the creature dies.
Offense
Melee
Circumstance: combat round (melee)
branch +24 [+19/+14] (reach 15 feet), Damage 3d12+10 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
rotten fruit +20 [+15/+10] (range increment 20 feet, splash), Damage 3d4+7 bludgeoning plus 2d6 poison splash damage
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Language
(can't speak any language)
Arboreal
Necril
Sylvan
Perception
darkvision
Resistance
bludgeoning 10
piercing 10
Weakness
axe vulnerability
fire 10