Abyss-warped Trees
COMPLEX HAZARD 4 +2 (trained) to determine the trees can move
A forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area A21).
DC 22 Survival (trained) to find a location the trees can't reach or DC 24 Religion to recite a prayer that temporarily casts out the fiendish energy inside a single tree in the grove, disabling it for 1 minute. A disabled or destroyed tree creates a 5‑foot‑square area in the grove that's safe from this hazard.
AC 18; Fort +14, Ref +14
Hardness 10, HP 40 (BT 20) per tree; Immunities critical hits, precision; Weaknesses fire 5
Shift Roots
A creature ends its movement in the grove
The trees throughout the tainted grove shift their roots wildly, making the area difficult terrain, then the Abyss-warped trees roll initiative.
Tighten Grip
Melee Branch +14, Damage 2d8+5 bludgeoning
(4 actions) The Abyss‑warped trees use their first action each round to lash their roots; each creature in the tainted grove must succeed at a DC 21 Reflex save or fall Prone. The Abyss‑warped trees use their second, third, and fourth actions to make branch Strikes against up to three different creatures in the tainted grove.
The Abyss-warped trees cease moving 1 minute after no living creatures are in the tainted grove. They reset immediately. A disabled tree reanimates after 1 minute. A destroyed tree regrows after 1 month.
Pathfinder #176: Lost Mammoth ValleyOGL