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Sard

This wriggling and leafless tree moves on spidery legs. Flickering motes of blood-red lightning dance in the cracks of its bark.

Sard CR 19

XP 204,800
CE Colossal plant
Init
+8; Senses blindsight 30 ft., darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +32

DEFENSE

AC 34, touch 10, flat-footed 26 (+8 Dex, +24 natural, –8 size)
hp
333 (23d8+230); fast healing 10
Fort
+23, Ref +17, Will +13
Defensive Abilities
death throes, electrical jolt; DR 15/cold iron and slashing; Immune electricity, plant traits; Resist cold 30, fire 30; SR 30
Weaknesses
vulnerable to sonic

OFFENSE

Speed 50 ft., climb 30 ft.
Melee
2 slams +25 (4d10+16/19–20 plus 4d6 electricity)
Ranged
4 thorns +17 (2d8+16 plus poison)
Space
30 ft.; Reach 30 ft.
Spell-Like Abilities
(CL 20th; concentration +27)

At will—control weather, lightning bolt (DC 20), tree shape (Colossal tree), transport via plants
3/day—chain lightning (DC 23), quickened lightning bolt (DC 20)
1/day—storm of vengeance (DC 26), whirlwind (DC 25)

STATISTICS

Str 42, Dex 27, Con 30, Int 9, Wis 22, Cha 25
Base Atk
+17; CMB +41; CMD 59 (67 vs. trip)
Feats
Awesome Blow, Improved Bull Rush, Improved Critical (slam), Improved Lightning Reflexes, Improved Precise Shot, Improved Sunder, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Quicken Spell-Like Ability (lightning bolt), Vital Strike
Skills
Climb +24, Perception +32; Racial Modifiers +8 Climb
Languages Aklo, Sylvan
SQ
planar acclimation

SPECIAL ABILITIES

Death Throes (Su)

When a sard dies, its remains explode with a blast of lightning into razor-sharp splinters of wood. All creatures within 30 feet of a sard when it explodes in this manner take 12d6 points of electricity damage and 12d6 points of piercing damage. A DC 31 Reflex save halves this damage. The save DC is Constitution-based.

Electrical Jolt (Su)

Every time a creature strikes a sard with a metal melee weapon, arcs of electricity deal 1d10 points of damage to the attacker.

Planar Acclimation (Ex)

A sard is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.

Poison (Ex)

Thorn—injury; save Fort DC 31; frequency 1/round for 6 rounds; effect 1d2 Dex and 4d6 electricity; cure 2 consecutive saves.

Thorns 8 (Ex)

A sard’s thorns have a range of 180 feet with no range increment.