Monster Dossier
Sard
Sard is a fantasy monster entry from source B2.
Traits
rarecegargantuanelectricityplanttane
Rules & statistics
Monster Profile
Perception
35
Senses
- Name
- low-light vision
- Name
- tremorsense
- Range
- 120
Languages
- Languages
- aklo
- arboreal
- common
- sylvan
Skills
- Acrobatics
- 33
- Athletics
- 37
- Nature
- 31
Ability Mods
- Str
- 10
- Dex
- 6
- Con
- 6
- Int
- 2
- Wis
- 6
- Cha
- 6
Defenses
- Ac
- 43
- Saving Throws
- Fort
- 35
- Ref
- 31
- Will
- 33
- Hp
- Hp
- 400
- Abilities
- fast healing 15
- Weaknesses
- Amount
- 15
- Name
- cold iron
- Resistances
- Amount
- 15
- Name
- fire
- Amount
- 15
- Name
- physical
Speed
- Walk
- 40
- Climb
- 25
Attacks
- Range
- Melee
- Name
- trunk
- Attack
- 37
- Traits
- fatal
- reach
- Damage
- 4d6+18 bludgeoning plus 3d6 persistent damage||persistent electricity
- Types
- bludgeoning
- persistent
- Range
- Melee
- Name
- branch
- Attack
- 37
- Traits
- agile
- reach
- Effects
- sard venom
- Damage
- 4d8+18 piercing plus sard venom
- Types
- piercing
- Range
- Melee
- Name
- root
- Attack
- 37
- Traits
- reach
- Damage
- 4d6+18 bludgeoning plus 1d6 electricity
- Types
- bludgeoning
- electricity
- Range
- Ranged
- Name
- thorn
- Attack
- 35
- Traits
- deadly
- primal
- propulsive
- range
- Effects
- sard venom
- Damage
- 4d4+16 piercing plus sard venom
- Types
- piercing
Spellcasting
- Type
- Innate
- Tradition
- primal
- DC
- 41
- Entry
- 7
- Spells
- Name
- chain lightning
- Amount
- 3
- 8
- Spells
- Name
- punishing winds
- Name
- tree stride
- 9
- Spells
- Name
- storm of vengeance
Abilities
- Top
- Entries
- The sard treats the plane it is located on as its home plane.
- Name
- Planar Acclimation
- Mid
- Traits
- electricity
- evocation
- primal
- Entries
- When the sard dies, its body explodes in a 30-foot emanation.
- All creatures in the area take 10d6 electricity damage and 10d6 piercing damage (43 basic Reflex save). Any creature that takes piercing damage is also exposed to sard venom.
- Name
- Splintering Death
- Bot
- Activity
- Number
- 1
- Unit
- reaction
- Traits
- curse
- necromancy
- primal
- Trigger
- The sard is about to damage a creature that has electricity resistance
- Entries
- An instant before the target takes the electricity damage from the triggering event, the sard's electrical sparks glow red. The target must succeed at a 41 Will save or lose any electricity resistance it has until this curse is lifted.
- Name
- Lightning-Struck Curse
- Type
- affliction
- Traits
- poison
- primal
- virulent
- DC
- 41
- Saving Throw
- Fortitude
- Max Duration
- 10 rounds
- Stages
- Stage
- 1
- Entry
- 2d6 electricity damage, 2d6 poison damage, and clumsy 2
- Duration
- 1 round
- Stage
- 2
- Entry
- 3d6 electricity damage, 3d6 poison damage, clumsy 2, and slowed 1
- Duration
- 1 round
- Stage
- 3
- Entry
- 4d6 electricity damage, 4d6 poison damage, clumsy 2, and slowed 2
- Duration
- 1 round
- Name
- Sard Venom
- Activity
- Number
- 2
- Unit
- action
- Entries
- The sard makes up to four thorn Strike||Strikes, each against a different target. The sard's multiple attack penalty doesn't increase until after all the attacks have been made.
- Name
- Thorn Volley
- Activity
- Number
- 3
- Unit
- action
- Entries
- Huge or smaller, root, 39
- Name
- Trample
Background
Lore
No lore provided.