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From Pathfinder #172: Secrets of the Temple-City, which isn't enabled.

Dimari-Diji

CREATURE 25

Male arboreal nature-speaker

Perception +43; low-light vision, tremorsense (imprecise) 120 feet
Languages Aklo, Arboreal, Common, Draconic, Empyrean, Fey, Requian, Sphinx; speak with animals, speak with plants, telepathy 300 feet
Skills Arcana +42, Athletics +43, Diplomacy +41, Mwangi Expanse Lore +50, Nature +50, Stealth +36 (+42 in forests)
Str +12, Dex -1, Con +7, Int +7, Wis +12, Cha +10
Tremorsense (imprecise) 120 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Telepathy 300 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 52; Fort +42, Ref +36, Will +48
HP 550, regeneration 30 (deactivated by fire); Immunities disease, mental, poison; Weaknesses axe vulnerability 20, fire 20; Resistances bludgeoning 20, piercing 20
Regeneration 30 (Deactivated by Fire)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Aura of Growth (aura, plant, primal)

120 feet. Plants near Dimari-Diji grow larger and more vibrant. Plants in the emanation gain the success effects of the Plant Growth ritual. Any plant spells cast in the area are empowered and use the effects of the spell 1 rank higher than it was cast, to a maximum of 9th rank (Dimari-Diji's spells are unaffected). Finally, other plant creatures gain fast healing 20 while in the area.

Effect: Aura of Growth

Axe Vulnerability

An arboreal nature-speaker takes 20 additional damage from axes.

Enriching Aura (aura)

60 feet. Dimari-Diji's natural power enhances primal spellcasting around him. All creatures within the emanation can alter a primal spell as if they had just used Reach Spell or Widen Spell when they Cast the Spell.

Fungus Sight (primal)

Dimari-Diji produces small clumps of fungus that he can use to see beyond his normal sight. He can use a single action, which has the concentrate trait, to project his senses into an intact fungus clump on the Material Plane or to end this projection. Dimari-Diji loses all sensory information from his own body while projecting his senses into fungus.


Speed 40 feet
Melee Branch +44 (magical, reach 20), Damage 5d10+20 bludgeoning plus Improved Knockdown
Ranged Mental Blast +44 (magical, mental, range increment 120 feet), Damage 5d6+20 mental plus Memories Of Ages
Forest Growth

Once per month, Dimari-Diji can spend 1 hour to sprout a new forest. He causes the forest to sprout in a 50-foot burst within 300 feet. The forest instantly springs to life, and is composed of fungi, plants, and trees most appropriate to the area he selected. The forest grows to the height, density, and liveliness of a forest that has grown for 10 years. The forest doesn't feature any animals or other creatures, but animals within 1 mile are aware of the new forest and might make the forest their new habitat as appropriate.

Memories of Ages

Dimari-Diji's mental blasts cloud the minds of his foes, making it difficult for them to focus on combat. A creature that takes damage from Dimari-Diji's mental blast is Dazzled for 1 round. If the attack was a critical hit, the creature is dazzled for 1 minute instead.

Memory Maelstrom (concentrate, incapacitation, mental, nonlethal, primal)

Dimari - Diji tries to overwhelm foes with a surge of information he has absorbed over his long life. This surge deals 12d6 mental damage to each enemy within 60 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.

Nature's Concentration
Trigger Dimari-Diji's turn begins

Effect Dimari-Diji calls upon the natural world around him to support his magic. He Sustains a Spell.
Improved Knockdown

Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry

Effect The monster attempts to Trip the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Pathfinder #172: Secrets of the Temple-CityOGL