Preserver of the Weald

Large Fey [Ritual]
Hit Dice: 16d6+80 (136 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armour Class: 23 (–1 size, –1 Dex, +15 natural), touch 8, flat-footed 23
Base Attack/Grapple: +7/+11
Attack: Slam +7 melee (2d10)
Full Attack: Slam +7 melee (2d10)
Space/Reach: 10ft./10ft.
Special Attacks: Preservation, martyrdom, awaken the land
Special Qualities: Earth glide, blindsight 60 ft, guardianship, damage reduction 10/-, regeneration 8, resistance to electricity 10 and fire 10, camouflage
Saves: Fort +10, Ref +9, Will +18
Abilities: Str 10, Dex 8, Con 21, Int 14, Wis 22, Cha 17
Skills: Hide +20, Knowledge (local) +21, Knowledge (nature) +21, Knowledge (religion) +21, Listen +25, Move Silently +20, Spellcraft +21, Spot +25, Survival +25
Feats: Alertness, Expert Executioner, Iron Will, Morphic Ritual, Opened Soul, Sacrificial Virtuoso, Skilled Executioner
Environment: Any natural environment
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always good
Advancement: 17–27 HD (Huge)

Preservers of the weald have a mutable appearance, adapting themselves to hide in their environment. In a forest, they tend to look like mouldy old treestumps. Underground, a stalactite or a stalagmite is more their choice of appearance. On the plains, perhaps a solitary tree. Regardless of appearance, they protect all natural life around them, and respond harshly to those who damage the environment.
Preservers can speak, but do so rarely. They understand Common, Sylvan, Celestial, Druidic, Elven and Terran.

Combat
Preferring to use its ritual magic capabilities to bolster the natural world around it, the preserver travels through the ground rather than let its motion be seen on the surface. Stealthy and reticent, they only fight under dire need, but when the need arises, they will do everything in their power to slay all unnatural invaders.
A preserver of the weald’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Earth Glide (Ex): A preserver of the weald can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing preserver flings the fey back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Guardianship (Su): Whenever the preserver of the weald uses a martyr ritual, all non-evil plant and animal creatures within the range of the ritual receive the benefit.
Preservation (Su): At the cost of its life, the preserver of the weald can shift a large area of protected terrain into a safe place, in order to prevent the destruction of nature. All terrain and animal and plant creatures in a sphere 20 feet in radius per hit dice of the preserver is shunted into a hidden demi-plane, where they remain for 1 day per hit dice of the preserver. When the duration expires, the plants and animals and terrain are placed exactly back as they had been before. All non-plant and animal creatures are affected as if by an earthquake spell. The preserver dies when it creates this effect.
Martyrdom (Su): The preserver of the weald knows and may use martyr rituals with a martyr level equal to his hit dice. He does not gain any class features through this.
Awaken the Land (Su): The preserver of the weald’s most devastating ability, and one they employ only rarely, is the ability to awake the entire land in a fury against the invader. By sacrificing hit points equal to 6 + the hit dice of the preserver, it awakens, as per the spell, all plants and animals within a radius equal to 10 feet per hit dice of the preserver. Unlike the spell, the changes granted by awaken the land wear off after 1 day.
Camouflage (Ex): When not moving, the preserver of the weald gets a +10 bonus on Hide checks.