Treerazer
System: Pathfinder | SRD
Treerazer
CR 25
XP 1638400
Init +14
;
Senses darkvision 60 ft., detect good , detect law , true seeing ; Perception +38
Defense
AC 42, touch 22, flat-footed 32 (+4 deflection, +10 Dex, +20 natural, -2 size)
hp 574 (28d10+420); regeneration 15 (good)
Fort +34,
Ref +23,
Will +27
DR 15/cold iron and good
Immune death effects, disease, electricity, mind-affecting effects, poison
Resist acid 30, cold 30, fire 30
SR 36
Offense
Speed 60 ft., fly 60 ft. (good), swim 40 ft.
Melee Blackaxe +44/+39/+34/+29 (4d6+24/19-20/x3 plus 1d6 acid), bite +37 (2d6+6), 2 wings +37 (1d8+6)
Space 20 ft.,
;
Reach 20 ft.
Special Attacks defoliation
Spell-Like Abilities (CL 20th; concentration +27)
Aura corruption (120 ft.), unholy aura (DC 25)
CMB +43
CMD 67
Statistics
Str 36,,
Dex 30,,
Con 40,,
Int 21,,
Wis 24,,
Cha 25
Base Atk +28
Feats Awesome Blow , Combat Reflexes , Critical Focus , Flyby Attack , Greater Vital Strike , Improved Bull Rush , Improved Critical (greataxe) , Improved Initiative , Improved Vital Strike , Multiattack , Power Attack , Quicken Spell-Like Ability ( greater dispel magic ) , Staggering Critical , Vital Strike
Skills Acrobatics +41, Fly +38, Intimidate +38, Knowledge (arcana) +36, Knowledge (nature) +36, Knowledge (planes) +36, Perception +38, Sense Motive +38, Spellcraft +33, Stealth +33, Swim +49
Languages Abyssal, Common, Elven, Sylvan; telepathy 300 ft.
SQ nascent demon lord traits
Special Abilities
Aura of Corruption (Su) Treerazer exudes an aura of corruption to a radius of 120 feet. This aura causes plants to grow hideous, sprouting thorns, twisting, and becoming fungoid in nature. Creatures with woodland stride or freedom of movement can move through this fungal bloom with ease. Living creatures within Treerazer’s aura of corruption must make a DC 39 Fortitude save each round or their flesh grows pasty and clammy as tendrils of diseased plant matter and fungal growth sprout from it. This condition persists as long as the creature remains within Treerazer’s aura of corruption and for 1 minute thereafter. While suffering the effects of this aura, the living creature is treated as a plant for the purposes of spells and effects that harm or otherwise inconvenience plant creatures more than other creatures. The victim would thus be subject to antiplant shell , blight , and additional damage from horrid wilting or a plant bane weapon , and could be affected by control plants . The corruption does not otherwise impart plant traits to creatures. The save DC is Constitution-based.
Defoliation (Su) As a standard action once every 1d4 rounds, Treerazer can exude a pulse of defoliating energy in a 30-foot-radius spread. This pulse appears as a wave of sickly green energy, and causes all plants and plant creatures in the area to blacken and wither. Such creatures take 20d10 points of damage and 1d8 points of Strength drain, or half with a successful DC 39 Fortitude save. A plant that isn’t a creature (such as a tree or a shrub) doesn’t receive a save and immediately withers and dies. Treerazer can choose to exclude any number of plants in the area from this effect, and generally does so to preserve twisted and corrupted plants and fungus. The save DC is Constitution-based.
Nascent Demon Lord Traits A nascent demon lord is a powerful demon that has not yet made the full transition from unique demon to full demon lord of an Abyssal realm. Treerazer’s current exile to the Material Plane prevents him from achieving full demon lord status. Yet he still possesses the typical nascent demon lord traits, which are similar to those possessed by a typical demon, only more potent, as summarized here. Immunity to death effects, electricity, charm and compulsion effects, and poison. Resistance to acid 30, cold 30, and fire 30. Summon (Sp) Once per day, nascent demon lords can summon any demon or combination of demons whose total combined CR is 20 or lower. This ability always works, and is equivalent to a 9th-level spell. Telepathy 300 ft. A nascent demon lord’s natural weapons, as well as any weapon it wields, are treated as chaotic, epic, and evil for the purpose of resolving damage reduction. Nascent demon lords can grant spells to their worshipers. Granting spells does not require any specific action on the nascent demon lord’s behalf. All nascent demon lords grant access to the domains of Chaos and Evil—in addition, they grant access to two other domains and a favored weapon that vary according to the nascent demon lord’s themes and interests.
, Pathfinder #17: A Memory of Darkness pg. 88