frost firs

The faint scent of pine sap accompanies this vaguely tree-shaped creature, which stands on two towering trunklike legs. It’s arms resemble the branches of snow-laden conifer.


CR 1
XP 400

NE medium plant (cold)
Init +0; Senses low-light vision; Perception +5

AC 13, touch 10, flat-footed 13 ( +3 natural)
hp 15 (2d8 + 6)
Fort +6, Ref +0, Will +1
Dmg Reduction 2/slashing
cold, plant traits
Weaknesses vulnerable to fire

Speed 30 ft.
Melee slam +3 (1d6 + 3 plus sticky resin)

Str 15, Dex 10, Con 16, Int 11, Wis 12, Cha 9
Base Atk +1; CMB +3 ( +5 disarm, grapple and steal); CMD 13
Feats Power Attack, Skill Focus (Intimidate)
Skills Intimidate +4, Perception + 5, Stealth +6 ( +12 in forests);
Racial modifiers +2 Stealth ( +6 in forests)
Languages Sylvan, Treant
Special Quality sticky resin

Special Abilities
Sticky Resin (Ex)
A frost firs bark constantly exudes a sticky resin that aids its combat maneuvers and natural attacks. The resin grants a +2 circumstance bonus on all disarm, grapple and steal combat maneuvers, as well as on saving throws against effects that cause it to drop something it is holding.

Any creature that is damaged by a frost fir’s slam attack, deals damage to a frost fir with a natural weapon or unarmed attack, or otherwise touches a frost fir (including a grapple maneuver), must succeed at a DC 13 Reflex save or be coated in sticky resin. A creature affected by this resin takes a -2 penalty on all attack rolls and concentration checks (penalties from multiple contacts do not stack). Any enemy grappled by a frost fir takes a -2 penalty on attempts to break the grapple and escape using an Escape Artist skill check.

Strong alcohol, universal solvent, or any amount of fire damage dealt to a creature coated in resin removes the resin. The save DC is Constitution-based.


frost firs

Reign of Winter Mortis