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From Pathfinder Rage of Elements, which isn't enabled.

Moss Sloth

CREATURE 2

These moss colonies coalesce over a century into the rough facsimile of a large sloth, right down to mimicking the unique structure of the animal's fur that attracts additional fungi and pollinating insects. Unless summoned or attacked, they rarely leave the trees upon which they first formed.


At first glance, wood elementals might not seem to have the same destructive potential as their cousins from the Planes of Fire, Water, or Air, but don't be fooled. The woods can be a dangerous place.

Though some resemble animals, the elemental beasts presented here are still plants, and their life cycles reflect it. Vegetable lambs grow on rooted stalks, from which they can't be removed until they've matured (or perhaps ripened), leaving them dependent on their immediate surroundings for food. Moss sloths are little more than lumps of green fluff for the first century of their existence, only gaining limited mobility once they can grow their defensive wooden claws.

Wild But Unwild

Many wood elementals are created by kizidhars and other powerful creatures on the Plane of Wood and placed in rote roles. Populating nature preserves and sprawling estates, they can be unsure how to behave if released into the wild. They're essentially born domesticated and will likely act far differently than the wild creatures they mimic, even in natural environments. Their natural predators are few, putting the elementals at less risk, although they're still sometimes eaten by giant termites or captured by some as pets.

A Brain By Any Other Name

Even if Lady Shumunue taught the wood elementals' ancestors to mimic animals, a wood elemental's consciousness is contained not in a brain but in its root system. Entities like nursery crawlers, living groves, and carved beasts use this to their advantage. That an elemental's wooden body can be carved and crafted, apparently without lasting harm, implies that they might not feel pain so long as their roots remain undamaged.


Perception +8
Skills Nature +7, Survival +8
Str +3, Dex +0, Con +4, Int -4, Wis +2, Cha +1

AC 18; Fort +9, Ref +3, Will +11
HP 40, regeneration 5 (deactivated by fire); Immunities bleed, paralyzed, poison, sleep; Weaknesses fire 4, slashing 3; Resistances bludgeoning 5
Regeneration 5 (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.

Insect Swarm

The first time each day that the moss sloth takes damage from a bludgeoning melee attack, a patch of moss collapses inward, releasing insects that swarm the attacking creature and deal 2d4 piercing damage (DC 15 basic Reflex save).


Speed 10 feet, climb 15 feet; hold fast
Melee Wooden Claw +9, Damage 1d8+2 bludgeoning
Ranged Fruit +6 (range increment 15 feet), Damage 1d6+2 bludgeoning
Hold Fast

A moss sloth can climb on ceilings and other inverted surfaces, though it treats such surfaces as difficult terrain.

Pathfinder Rage of ElementsOGL