Deadly Gardens
Racial Modifiers +32 Knowledge (nature), +16
Perception, +32 Stealth in forests
SQ independent vines, massive, plant king
Verdaxag
This massive tree has limbs made from the trunks of a
wide variety of other trees. Flowering plants from all
climes cover the bulk of the tree’s form.
ECOLOGY
Environment temperate and warm forests
Organization solitary (unique)
Treasure incidental
Verdaxag, King of Trees
CR 23
XP 819,200
N Colossal plant (kaiju)
Init +6; Senses darkvision 600 ft., greensight 600 ft.,
low-light vision, tremorsense 600 ft.; Perception +48
SPECIAL ABILITIES
Breath Weapon (Su) Once every 4 rounds as a standard
action, Verdaxag can breathe out a shower of thorns
that sprout whip-like vines in a cone with a range of
600 feet. Each creature caught in the thorns must
succeed at a DC 37 Reflex save or take 20d6 of piercing
and slashing damage, suffer 2d6 points of bleed, and
become entangled. A successful saving throw halves
the damage and negates the bleed and entangled
effect. The save DC is Constitution-based.
Entangling Roots (Ex) If a creature on the ground
moves within Verdaxag’s reach, it becomes entangled
unless it succeeds at a DC 37 Reflex save. A creature
that starts its turn entangled takes damage as if struck
by the plant kaiju’s vine attack. A creature that makes
its initial save is immune to this ability for 1 hour. The
save DC is Constitution-based.
Independent Vines (Ex) Verdaxag only takes a –10
penalty to maintain a grapple with its vines while
not gaining the grappled condition. Additionally, the
kaiju can continue to make grapple checks with a vine
against a grappled opponent as a move action.
Instant Fertilization (Ex) Blood from a dead opponent
DEFENSE
AC 40, touch 8, flat-footed 34 (+6 Dex, +32 natural, –8
size)
hp 487 (39d8+312); fast healing 30, instant fertilization
Fort +29, Ref +19, Will +24
Defensive Abilities ferocity, rebirth, recovery, wood
deflection; DR 20/epic and slashing; Immune
ability damage, ability drain, death effects, disease,
electricity, energy drain, fear, plant traits, spells and
effects that affect plant creatures; Resist acid 30,
cold 30, fire 30, negative energy 30, sonic 30
Weaknesses vulnerable to fire
OFFENSE
Speed 120 ft., climb 80 ft.
Melee 2 claws +36 (4d6+14/19–20), slam +36
(8d6+14/19–20), 2 vines +33 (3d6+7/19–20 plus
grab)
Space 50 ft.; Reach 50 ft.
Special Attacks breath weapon, constrict (3d6+21),
entangling roots, hurl foe, spores,
trample (8d6+21, DC 43), wildfire
STATISTICS
Str 39, Dex 22, Con 27, Int 3, Wis 32,
Cha 22
Base Atk +29; CMB +51 (+53 bull
rush, +55 grapple or sunder); CMD
67 (69 vs. bull rush and sunder,
can’t be tripped)
Feats Bleeding Critical, Combat
Reflexes, Crippling CriticalAPG,
Critical Focus, Greater Sunder,
Greater Vital Strike, Improved Bull
Rush, Improved Critical (claw),
Improved Critical (slam), Improved
Critical (vine), Improved Sunder,
Improved Vital Strike, Multiattack,
Power Attack, Stand Still,
Sundering StrikeAPG, Vital Strike,
Weapon Focus (claw), Weapon
Focus (slam), Weapon Focus (vine)
Skills Climb +22, Knowledge (nature)
+29, Perception +48, Stealth –10
(+22 in forests), Survival +31;
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