Temotei
2013-03-26, 04:19 AM
Guardian Tree
Gargantuan Plant
Hit Dice 15d8+135 (202 hp)
Speed 0 ft. (0 squares)
Initiative: +5
Armor Class 23 (-4 size, -5 Dex, +22 natural), touch 1, flat-footed 23
Base Attack/Grapple +11/+18
Attack Leaf storm +17 ranged (2d8+6 plus slow (http://www.d20srd.org/srd/spells/slow.htm))
Full-Attack —
Space 20 ft.; Reach 0 ft.
Special Attacks Entangling roots, judgment, leaf storm, rustle call
Special Qualities Blindsight 60 ft., damage reduction 10/slashing, face carvings, guardian tree, low-light vision, plant traits, vulnerability to fire
Saves Fort +19 Ref — Will +13
Abilities Str Ø, Dex Ø, Con 27, Int 13, Wis 22, Cha 7
Skills Handle Animal +16, Listen +26, Spot +26
Feats Alertness, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Toughness, Iron Will
Environment Temperate forests
Organization Solitary
Challenge Rating 9
Treasure None
Alignment Always neutral
Advancement 16-26 HD (Gargantuan); 27-45 HD (Colossal)
Level Adjustment —
Guardian trees appear to be massive trees with faces carved into them. Attempting to enter one's forest, however, reveals its true nature as a guardian of the forest, its faces coming alive and a judging air surrounding it.
A guardian tree is 50 feet tall and 6 feet in diameter, weighing about 35 tons.
Combat
Guardian trees first assess potential threats, passing judgment on them. If creatures are found worthy, there is no need for more action. However, if the creatures are found unworthy, the guardian tree loudly rustles its leaves for allies and waits for help, some of which usually arrives in the same round.
Entangling Roots (Ex)
A guardian tree's root system is vast and dangerous. In a 40-foot radius of the guardian tree, its roots lie in wait. If a creature the guardian tree has deemed unworthy of entering its forest enters this area, the roots rise from the ground to entangle (http://www.d20srd.org/srd/conditionSummary.htm#entangled) any creature that fails a DC 23 Reflex save. These roots can attempt to trip any creature entangled by them without fear of reciprocation. The trip attempt uses the guardian tree's base attack bonus and Wisdom modifier for the touch attack and its Wisdom modifier for the Strength check instead of Strength. Only the roots in the same square as a creature can entangle and trip it, though for each square the creature moves through in the 40-foot radius, it must make another Reflex save to avoid being entangled. Each square's roots can only attempt to entangle and trip once per round.
Face Carvings (Ex)
Covering each guardian tree are carvings of faces, eyes wide open. A guardian tree cannot be flanked and has blindsight out to 60 feet. Any creature with 3 or more Intelligence within 60 feet that can see a face is sickened until it can no longer see the face. A successful DC 23 Fortitude save negates this sickening effect for 24 hours. The save DC is Wisdom-based.
Guardian Tree (Su)
A guardian tree protects all plants within its domain. As long as a guardian tree lives, the forest it lives on the edge of and all plant creatures within the forest gain fast healing 7 (half the guardian tree's Hit Dice), including the guardian tree itself. Any creature or plant affected by this fast healing grants the guardian tree vision and senses as if the tree was the plant or creature. This is simultaneous for all affected plants and creatures and doesn't affect them in any way.
Judgment (Su)
Guardian trees don't let just anyone pass into their forest. Any creature attempting to enter a forest protected by a guardian tree must make a DC 23 Will save or be turned away unless the guardian tree allows it entrance. This also prevents creatures from coming within 120 feet of the guardian tree. If a creature succeeds on its Will save to enter a guardian tree's forest or come within 120 feet of the tree itself, it is constantly under the effects of geas, as the spell, while in the forest or in range. If the geas would be removed by magical means, it disappears for 1 round and then reapplies. Upon leaving the forest or range, the geas effect goes away. The save DC is Wisdom-based.
Leaf Storm (Ex)
As a standard action, the guardian tree can send a massive storm of leaves down upon any creature within 120 feet. This requires a ranged attack using its Wisdom modifier to modify it. If the attack hits, the leaves spread and deal 2d8+6 (Wisdom modifier) slashing damage and slow (http://www.d20srd.org/srd/spells/slow.htm) all creatures within 10 feet of the target hit. The slowing effect lasts for 2d4 rounds. In addition, creatures hit are pushed back 5 feet in the opposite direction of the forest. If a creature is hit multiple times, the effects don't stack. Instead, the duration is renewed.
Rustle Call (Ex)
As a standard action, the guardian tree can rustle its leaves to communicate with any living creature that has an Intelligence score within one mile of it. A creature can respond to the guardian tree if it wishes—no common language is needed—running at full speed unless it would be fatigued in doing so, in which case it goes as fast as possible otherwise. There is no limit to the number of creatures that can be summoned in this manner. If it is threatened, the guardian tree can send out a distress call as as swift action that alerts all the creatures of the forest within 1 mile to come to its aid. The call summons 1/2 the guardian tree's HD in allies that arrive in 1d4 rounds.
Adventure Hooks
A warden who has been tending to a forest for thirty years has recently been rejected by the guardian tree of the forest. He wishes to gain entry once more, but doesn't want to harm the guardian tree in doing so.
Your path is blocked by a guardian tree who judges no one in your party worthy to enter except the elf.
Woodsmen have been attacked repeatedly by the guardian tree of a forest after they started to chop down a cherry tree. The leader of this group is willing to do anything to get into that forest for its wood. Her drive for this particular forest is peculiar, but the workers don't seem disturbed.
Gargantuan Plant
Hit Dice 15d8+135 (202 hp)
Speed 0 ft. (0 squares)
Initiative: +5
Armor Class 23 (-4 size, -5 Dex, +22 natural), touch 1, flat-footed 23
Base Attack/Grapple +11/+18
Attack Leaf storm +17 ranged (2d8+6 plus slow (http://www.d20srd.org/srd/spells/slow.htm))
Full-Attack —
Space 20 ft.; Reach 0 ft.
Special Attacks Entangling roots, judgment, leaf storm, rustle call
Special Qualities Blindsight 60 ft., damage reduction 10/slashing, face carvings, guardian tree, low-light vision, plant traits, vulnerability to fire
Saves Fort +19 Ref — Will +13
Abilities Str Ø, Dex Ø, Con 27, Int 13, Wis 22, Cha 7
Skills Handle Animal +16, Listen +26, Spot +26
Feats Alertness, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Toughness, Iron Will
Environment Temperate forests
Organization Solitary
Challenge Rating 9
Treasure None
Alignment Always neutral
Advancement 16-26 HD (Gargantuan); 27-45 HD (Colossal)
Level Adjustment —
Guardian trees appear to be massive trees with faces carved into them. Attempting to enter one's forest, however, reveals its true nature as a guardian of the forest, its faces coming alive and a judging air surrounding it.
A guardian tree is 50 feet tall and 6 feet in diameter, weighing about 35 tons.
Combat
Guardian trees first assess potential threats, passing judgment on them. If creatures are found worthy, there is no need for more action. However, if the creatures are found unworthy, the guardian tree loudly rustles its leaves for allies and waits for help, some of which usually arrives in the same round.
Entangling Roots (Ex)
A guardian tree's root system is vast and dangerous. In a 40-foot radius of the guardian tree, its roots lie in wait. If a creature the guardian tree has deemed unworthy of entering its forest enters this area, the roots rise from the ground to entangle (http://www.d20srd.org/srd/conditionSummary.htm#entangled) any creature that fails a DC 23 Reflex save. These roots can attempt to trip any creature entangled by them without fear of reciprocation. The trip attempt uses the guardian tree's base attack bonus and Wisdom modifier for the touch attack and its Wisdom modifier for the Strength check instead of Strength. Only the roots in the same square as a creature can entangle and trip it, though for each square the creature moves through in the 40-foot radius, it must make another Reflex save to avoid being entangled. Each square's roots can only attempt to entangle and trip once per round.
Face Carvings (Ex)
Covering each guardian tree are carvings of faces, eyes wide open. A guardian tree cannot be flanked and has blindsight out to 60 feet. Any creature with 3 or more Intelligence within 60 feet that can see a face is sickened until it can no longer see the face. A successful DC 23 Fortitude save negates this sickening effect for 24 hours. The save DC is Wisdom-based.
Guardian Tree (Su)
A guardian tree protects all plants within its domain. As long as a guardian tree lives, the forest it lives on the edge of and all plant creatures within the forest gain fast healing 7 (half the guardian tree's Hit Dice), including the guardian tree itself. Any creature or plant affected by this fast healing grants the guardian tree vision and senses as if the tree was the plant or creature. This is simultaneous for all affected plants and creatures and doesn't affect them in any way.
Judgment (Su)
Guardian trees don't let just anyone pass into their forest. Any creature attempting to enter a forest protected by a guardian tree must make a DC 23 Will save or be turned away unless the guardian tree allows it entrance. This also prevents creatures from coming within 120 feet of the guardian tree. If a creature succeeds on its Will save to enter a guardian tree's forest or come within 120 feet of the tree itself, it is constantly under the effects of geas, as the spell, while in the forest or in range. If the geas would be removed by magical means, it disappears for 1 round and then reapplies. Upon leaving the forest or range, the geas effect goes away. The save DC is Wisdom-based.
Leaf Storm (Ex)
As a standard action, the guardian tree can send a massive storm of leaves down upon any creature within 120 feet. This requires a ranged attack using its Wisdom modifier to modify it. If the attack hits, the leaves spread and deal 2d8+6 (Wisdom modifier) slashing damage and slow (http://www.d20srd.org/srd/spells/slow.htm) all creatures within 10 feet of the target hit. The slowing effect lasts for 2d4 rounds. In addition, creatures hit are pushed back 5 feet in the opposite direction of the forest. If a creature is hit multiple times, the effects don't stack. Instead, the duration is renewed.
Rustle Call (Ex)
As a standard action, the guardian tree can rustle its leaves to communicate with any living creature that has an Intelligence score within one mile of it. A creature can respond to the guardian tree if it wishes—no common language is needed—running at full speed unless it would be fatigued in doing so, in which case it goes as fast as possible otherwise. There is no limit to the number of creatures that can be summoned in this manner. If it is threatened, the guardian tree can send out a distress call as as swift action that alerts all the creatures of the forest within 1 mile to come to its aid. The call summons 1/2 the guardian tree's HD in allies that arrive in 1d4 rounds.
Adventure Hooks
A warden who has been tending to a forest for thirty years has recently been rejected by the guardian tree of the forest. He wishes to gain entry once more, but doesn't want to harm the guardian tree in doing so.
Your path is blocked by a guardian tree who judges no one in your party worthy to enter except the elf.
Woodsmen have been attacked repeatedly by the guardian tree of a forest after they started to chop down a cherry tree. The leader of this group is willing to do anything to get into that forest for its wood. Her drive for this particular forest is peculiar, but the workers don't seem disturbed.