Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Lightning-Struck Curse
Circumstance: Trigger: The sard is about to damage a creature that has electric
An instant before the target takes the electricity 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.
Ability
Planar Acclimation
The sard treats the plane it is located on as its home plane.
Ability
Primal Innate Spells
DC 41; 9th storm of vengeance; 8th punishing winds, tree stride; 7th chain lightning (×3)
Ability
Rituals
DC 39; 8th control weather (doesn't require secondary casters)
Ability
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)
Ability
Splintering Death
(electricity, evocation, primal) When the sard dies, its 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.
Ability
Thorn Volley
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.
Ability
Trample
Huge or smaller, root, DC 39
Offense
Melee
Circumstance: combat round (melee)
trunk +37 [+32/+27] (fatal d12, reach 20 feet), Damage 4d6+18 bludgeoning plus 3d6 persistent electricity
Offense
Ranged
Circumstance: combat round (ranged)
thorn +35 [+30/+25] (deadly d10, primal, propulsive, range 180 feet), Damage 4d4+16 piercing plus sard venom
Trait
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Trait
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
Trait
Tane
The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.
Language
Aklo
Arboreal
Common
Sylvan
Perception
low-light vision
tremorsense 120 feet
Resistance
fire 15
physical 15 (except slashing)
Weakness
cold iron 15