Sard
CR 19, CE Colossal Plant
Senses: Perception 32, Blindsight 30Without using visual senses this creature can sense creatures and objects around it. In addition, invisibility and other forms of cover are useless. Within range of the creature's blindsight, it doesn't need to make a perception check to locate a creature, but automatically detects it., Darkvision 60, Low Light Vision, Tremorsense 30A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.
Speed: 50 ft., climb 30 ft. Skills: Athletics 24
Languages: Aklo, Sylvan
Ability Scores: Str 42 (+37), Dex 27 (+29), Con 30 (+31), Int 9 (+8), Wis 22 (+15), Cha 25 (+16)
INIT: +8 CP: +17 HP: 333 (23d8+230) SA: 22 DC: 32
AC: 34 Touch: 10 Flat-footed: 26 [+8 Dodge, +24 Natural, -8 Size]
SR: 32 Vulnerable: Sonic 10 Resistant: Cold 30, Fire 30, Bludgeoning 15, Piercing 15 Bypass: Cold iron, Adamantine
Immunity: Electricity, Poison, Psychic Effect Immunity: Enchantment Spells, Illusions, Mental Effects, Paralysis, Polymorph, Sleep, Stun, Suffocation, Starvation
Death Throes (ex) - Explodes when it is destroyed. All creatures within 30 feet of the Sard take 12d8 points of damage (Dex save for half).
Power Attack (ex) - A Sard may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Sard does one extra point of damage. The Sard must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Improved Grappling (ex) - This creature is an expert grappler. It can use its level + strength bonus when making a grapple. This grapple check still counts as a skill check.
Precise Shot (ex) - This cretaure gets a +3 on physical cover rolls made with ranged attacks.
Improved Critical (ex) - The critical hit range of one of the creature's attacks increases by one point.
Electrical Jolt (su, Electricity) - Every time a creature strikes the creature with a metal melee weapon, arcs of electricity deal 1d10 points of damage to the attacker.
Planar Acclimation (ex) - This creature is always considered to be on its home place, regardless of which plane it finds itself on.
Attacks
- Melee (Natural) - 2 x slams +25 (4d10+16/19-20 plus 4d6 electricity). Reach: 30 ft.
- Ranged - 4 x thorns +17 (2d8+16 plus poison). Range: 180 feet Poison - Sard Poison: 1d2 DEX and 4d6 Electricity per round until saved (DC 31)
Vital Strike (ex) - As a standard action, the Sard can make one attack at full bonus that deals additional damage. Roll the damage from the attack twice before adding other damage bonuses. This extra weapon damage is not multiplied on a critical hit but is still added to the total.
Awesome Blow (ex) - The Sard can strike its targets with a powerful blow using a grapple check instead of a normal attack. If successful, it deals 2d6+12 damage and knocks the target backward 10 feet causing it to fall prone
- Spell Like Abilities (1/day)
- Spell Like Abilities (3/day)
- Spell Like Abilities (At Will)
Environment: any forest
Organization: solitary
Treasure: triple
This wriggling and leaf less tree moves on spidery legs. Flickering motes of blood-red lightning dance in the cracks of its bark.
The sard is an ancient elm, oak, or pine tree that has been infused with lightning and raw life by one of the strange gods of the fey realm. One of the legendary beasts known as the Tane, a sard has sap that consists of red lightning-all of the sard's electrical attacks manifest with this same eerie-colored energy. A sard can pass for an old dead tree-especially when the creature uses its tree shape spell-like ability. Yet despite its enormous size and ungainly shape, the sard is in fact a swift and agile monster. It can move with unsettling grace and speed, crawling across the ground on long spidery roots like an immense insect. It attacks either with a single slam of its immense trunk or by launching volleys of foot-long thorns that inject the creature's poisonous, electrified sap. Sards are nearly as intelligent as most humans, but few actually use this intelligence for productive purposes-the first sards were created as a form of living siege engine, and they quite enjoy this destructive role, often seeking out fortresses or even towns to systematically destroy.