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    Default Re: GITP Monster Competition XXVI - Spooks and Spirits

    Spirit of the Woods

    Gargantuan Undead (Good, Incorporeal)
    HD 20d12+43 (173 hp)
    Speed Fly 30 ft. (perfect) (6 squares)
    Initiative +10
    AC 22 (+6 Dex, -4 size, +10 deflection); touch 22; flat-footed 16
    BAB +10; Grp
    Attack Incorporeal touch +13 melee (6d6 plus 3d6 holy)
    Full-Attack Incorporeal touch +13 melee (6d6 plus 3d6 holy)
    Space 20 ft.; Reach 20 ft.
    Special Attacks Spell-like abilities
    Special Qualities Darkvision 60 ft., fast healing 10, forest empathy, great resilience, healing aura, holy vengeance, incorporeal traits, nature’s avenger, undead traits
    Saves Fort +6 Ref +14 Will +21
    Abilities Str –, Dex 22, Con –, Int 19, Wis 24, Cha 30
    Skills Concentration +20, Diplomacy +35, Intimidate +35, Knowledge (nature) +27, Knowledge (geography) +20, Knowledge (religion) +20, Listen +25, Search +21, Sense Motive +32, Spot +25
    Feats Improved Initiative, Lightning Reflexes, Iron Will, Combat Reflexes, Improved Natural Attack (incorporeal touch), Persuasive, Toughness, Negotiator
    Environment Any forest
    Organization Solitary
    Challenge Rating 15
    Treasure None
    Alignment Always lawful good
    Advancement 21-30 HD (Colossal)

    The spirit of the woods resembles a giant, transparent treant, but composed of many trees and plants. A spirit of the woods is formed when a great amount of trees are destroyed, be it due to a forest fire or logging camp. These trees’ spirits collect in the heart of the forest, forming a great mass. Eventually, when enough tree spirits have been amassed, the spirit of the woods is born, attacking whatever is harming the forest and healing whatever damage has been done. Once the direct threat for which it was created has been taken care of, the spirit of the woods remains in its forest to continue protecting it.

    Spirits of the woods are kind creatures, but violent and unforgiving if their forest is harmed. A criminal (in their eyes) can refute their sentence, usually death, as a spirit of the woods will listen to any points they have to make. However, if it deems their arguments unworthy, it destroys them.

    Spirits of the woods speak Common, Sylvan, and Druidic.


    A spirit of the woods is a peaceful creature, only attacking when its forest is harmed, or will be harmed in the future. A spirit of the woods usually attacks outright, using its offensive spell-like abilities in addition to its incorporeal touch attack to eradicate the threat. If the threat proves tougher than thought, the spirit of the woods will summon additional help with its summon nature’s ally, animate plants, and liveoak spells.

    Spell-Like Abilities (Sp): At will– call lightning (DC 23), discern lies (DC 24), entangle (DC 21), fog cloud, lesser restoration, remove curse, remove disease, remove fear, summon nature’s ally VI, tongues, true seeing (DC 27); 3/day– animate plants, call lightning storm (DC 25), liveoak, reincarnate; 1/day– awaken (DC 25), control weather
    Caster level 19th. The save DCs are Charisma-based.

    Fast Healing (Ex): A spirit of the woods gains fast healing 10 as long as it is in a forest of at least one square mile.

    Forest Empathy (Ex): All non-evil denizens of the forest where the spirit of the woods resides are amiable towards the spirit, and are treated as friendly for all purposes when dealing with the spirit of the woods.

    Great Resilience: Due to its great size, a spirit of the woods gains 40 bonus HP.

    Healing Aura (Sup): Any non-evil creature who has not harmed the woods within 40 yards of the spirit of the woods is healed for 3d6 health every round. Any creature of the plant type, or any plant, is healed for double this amount. This is a passive effect.

    Holy Vengeance (Sup): A spirit of the woods deals 3d6 additional holy damage to any creature of evil alignment or who has harmed the forest in any way (included in attack). This damage affects any creature who meets the above criteria, even if the damage would not normally harm them.

    Nature’s Avenger (Sup): When within 40 yards of the spirit of the woods, as the healing aura, any evil-aligned creature, or any creature who has transgressed the spirit of the woods’ forest in any way must succeed on a DC 20 Fortitude save or be stunned for that round. The save DC is Charisma-based. This save must be made at the start of each turn in which they are within 40 yards of the spirit of the woods.

    Special (Ex): A spirit of the woods, as a good-aligned undead, is immune to damage from holy water, good-aligned magic, turn undead, or any other effect that would normally harm an undead with positive energy. An evil-aligned cleric may turn a spirit of the woods with rebuke undead. Negative energy affects the spirit of the woods the same way positive energy harms other undead.


    Characters with ranks in Knowledge (nature) can learn more about spirits of the woods. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    15 A large, incorporeal spirit guards the forest.
    20 The local forest is guarded by an ancient undead that attacks anyone who harms the forest.

    Plot Hooks

    • A logging company has hired the PCs to combat a guardian spirit that is preventing them from acquiring lumber. When the PCs learn more about the situation, they realize not all is as it seems.
    • A town has been under attack from animals and plant creatures for weeks, and the PCs have been asked to discern the reason why the forest has been so antagonistic lately.
    • An old druid tells of a forest where a spirit resides, keeping the area safe from harm.
    Last edited by Vaynor; 2014-07-20 at 07:35 PM.
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