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The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.
This man is covered head-to-toe in green
leaves; his face appears to be an intricate mask of leaves
Green Man CR 10
XP 9,600
N Medium fey
Init +10; Senses low-light vision, greensight, plant sense 120 ft.; Perception
+25
DEFENSE
AC 23, touch 17, flat-footed 16 (+6 dex,
+1 dodge, +6 natural)
hp 127 (17d6+68)
Fort +9, Ref +16, Will +15
DR 5/cold iron; Immune charm, magical sleep
Vulnerability cold, fire
OFFENSE
Speed 30 ft.
Melee +2 quarterstaff +11/+11/+6 (1d6+5) or 2 vines +15 (2d6+3 plus disarm,
drag, entangle, reposition, or trip)
Ranged ranged touch attack +14
Spell-Like Abilities (CL 11th)
constant – greensight, speak with plants
at will – charm plant (as charm animal,
but for plant-type creatures; DC 16), enhance
water, faerie fire, entangle (DC 16), shillelagh, warp wood
5/day – burst
of nettles (DC 18), cure light
wounds, deep slumber (DC 18), goodberry, sickening entanglement (DC 17), tree
shape, wilderness soldiers
3/day – bless,
cure moderate wounds, fire seeds
(DC 21), plant growth, spike growth, thorn body, thorny
entanglement (DC 18), tree stride
1/day – control
weather, green caress (DC 21), heal, liveoak, protection from
energy, wall of thorns
STATISTICS
Str 17, Dex 22, Con 18, Int 14, Wis 20, Cha 18
Base Atk +8; CMB +11; CMD 27
Feats Dodge, Double Slice, Improved
Initiative, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (vines)
Skills Acrobatics +19, Bluff +8, Climb
+7, Diplomacy +17, Heal +20, Knowledge (geography) +22, Knowledge (local) +22,
Knowledge (nature) +22, Perception +25, Sense Motive +23, Sleight of Hand +10,
Stealth +24 (+28 in dense vegetation)
Languages Common, Sylvan
SQ advanced woodland stride, green
man’s blessing, produce plant
SPECIAL ABILITIES
Advanced Woodland Stride (Ex)
A green man
can move through any sort of undergrowth (thorns, briars, overgrown areas, and
similar terrain) at his normal speed without taking damage or suffering any
other impairment. Both natural and
magically manipulated undergrowth can be ignored in this way. In addition, the green man leaves no trail
in natural surroundings and cannot be tracked by normal means therein. He gains a +4 bonus on Stealth checks made in
areas of dense vegetation, such as forests.
Green Man’s Blessing (Su)
As a standard
action, a green man may touch a single willing creature, granting them the
effects of barkskin, hide from plants, forest friend, and pass without trace. The effects last for a number of hours equal
to the Green Man’s Charisma modifier (usually 4).
Plant Sense (Su)
A green man
knows the type, location, and general condition of all plants and plant
creatures within 120 feet. By
concentrating for 1 round (a full-round action), he can sense the location of
anything touching any plant within that area.
Produce Plant (Ex)
As a move action, a green man can cause any kind of locally available
seed, berry, flower, or leaf to sprout from his body. This power can be used to provide berries for
the goodberry spell and acorns or
holly for the fire seeds spell. It can also be used to grow potent medicinal
herbs which grant a +2 bonus on heal checks, or edible herbs which provide a +2
bonus on Profession (cook) checks.
Vines (Ex)
A green man
can cause long vines to sprout from his arms and mouth. These vines act as whips, including the 15
foot reach, but unlike whips they deal 2d6 damage and can deal lethal damage
even to armored opponents. The green man
treats these vines as natural attacks.
He can make disarm, drag, reposition, and trip combat maneuvers with
these vines as part of an attack without provoking an attack of
opportunity. He can also cause a struck
creature to become entangled for a number of rounds equal to his Charisma
modifier (usually 4).
ECOLOGY
Environment temperate forest
Organization solitary
Treasure standard
The green
man is a forest spirit with deep connections to the local landscape and
plantlife. He is generally considered to
be a protector of nature and a bringer of fortune to those who share his
values. Communities who pay appropriate
respects to a green man (making ritual offerings to him, inviting him to
festivals, helping to protect his sacred groves) are often blessed with a
bounty of crops or other good fortune.
He is also known for protecting lost travelers in the wilderness and
granting them his blessings. However,
when someone violates his beloved woods or threatens a friendly community, his
wrath can be great, bringing with it the wrath of the entire forest.
~~~~~~~~~~~~~~~~~~~~~~
-your jolly green d20 despot
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