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From Pathfinder Howl of the Wild, which isn't enabled.

Blooming Guardian

CREATURE 15

The pestilent blossoms adorning the antlers of a blooming guardian are most beautiful in moonlight, when they achieve full bloom and reveal their celestial glow. When blooming guardians near the end of their life cycle, they walk one final patrol of their forest as their ancient body decomposes into the understory.


Perception +29; low-light vision, scent (imprecise) 40 feet
Languages Fey; speak with animals, speak with plants
Skills Athletics +30, Intimidation +21, Nature +29, Survival +27
Str +5, Dex +3, Con +5, Int +1, Wis +3, Cha +1
Petal Form

The blooming guardian can dissipate momentarily into a swirling cloud of petals and pollen to pass over brambles and slip through cracks. When Striding in woodland terrain, the blooming guardian ignores difficult terrain and can pass through obstacles so long as there is a small passageway.


AC 36; Fort +32, Ref +23, Will +25
HP 360; Weaknesses fire 15; Resistances void 15
Buck

DC 36 Reflex


Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.

Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.


Speed 50 feet
Melee Antlers +28, Damage 4d12+5 piercing
Melee Hooves +26, Damage 4d10+5 bludgeoning plus Improved Knockdown
Primal Innate Spells DC 33; 3rd Animal Vision; Constant (4th) Speak with Plants, Speak with Animals
Budding Siphon (aura, primal, stance, void)

20 feet. A blooming guardian is in a constant state of decomposition; to keep this entropy at bay, the flowers that cover their antlers continually siphon life from the surrounding area. All living creatures that enter or start their turn in the emanation take 6d4 void damage (DC 36 basic Fortitude save). At the start of their turn in any round that the blooming guardian deals damage with siphoning buds, they gain 10 temporary Hit Points, plus 2 temporary Hit Points for each creature damaged beyond the first since the blooming guardian's last turn, to a maximum of 20 temporary Hit Points.

Full Bloom (poison, primal, stance)

The flowers on the blooming guardian's antlers bloom, unveiling their brilliance as they eat away at their host. While in this stance, the blooming guardian's Strikes deal an additional 2d4 poison damage plus 5 persistent poison damage; on a hit, a target must succeed at a DC 36 Fortitude save or become Enfeebled 2. The blooming guardian takes 5 persistent poison damage as long as it's in Full Bloom.

Goring Charge

The blooming guardian Strides twice and makes an antlers Strike after either Stride. If the Strike hits, the blooming guardian deals an extra 2d12 bludgeoning damage, and the target takes a –2 circumstance penalty to its next Fortitude save against blossom siphon.

Wail of the Forest (primal, void)
Requirements The blooming guardian is in Full Bloom

Effect The blooming guardian confronts their mortality, causing their flowers to burst and spray their pollen. All creatures in a 40-foot cone take 10d10 void damage with a DC 36 Fortitude save. The blooming guardian then exits Full Bloom and can't enter it again for 1d4 rounds.

Critical Success No effect.

Success The creature takes half damage.

Failure The creature takes full damage and becomes Drained 1. Creatures that are Enfeebled lose that condition and increase the drained condition by the same value.

Critical Failure As failure, but double damage.

Pathfinder Howl of the WildORC