Green Man

System: Pathfinder | SRD

Green Man CR 26
XP 2457600
Init +14 ; Senses darkvision 60 ft., greensight 60 ft., lifesense, low-light vision; Perception +11
Defense
AC 44, touch 32, flat-footed 33 (+10 Dex, +1 dodge, +11 insight, +12 natural)
hp 595 (34d8+442); regeneration 20 (deific or mythic)
Fort +32, Ref +23, Will +22
DR 15/epic and slashing
Immune ability damage, ability drain, daze, electricity, petrification, plant traits, stagger
SR 37
Offense
Speed 40 ft., climb 40 ft.
Melee 2 slams +40 (1d8+15/19–20 plus absorb magic), 6 vines +40 (2d6+15/19–20 plus grab)
Ranged 6 thorns +35 (2d6+15)
Space 5 ft., ; Reach 5 ft. (30 ft. with vines)
Special Attacks absorb magic, constrict (2d6+15), grab (Colossal)
Spell-Like Abilities (CL 26th; concentration +35)
Aura green caress (60 ft., DC 36)
CMB +40 (+44 grapple, +42 sunder) CMD 81 (83 vs. sunder)
Statistics
Str 40,, Dex 31,, Con 36,, Int 25,, Wis 32,, Cha 29
Base Atk +25
Feats Combat Reflexes , Craft Staff , Craft Wondrous Item , Defensive Combat Training , Diehard , Dodge , Endurance , Greater Spell Penetration , Improved Critical (slam , vine), Improved Initiative , Improved Sunder , Lightning Reflexes , Power Attack , Quicken Spell , Spell Penetration , Stand Still
Skills Acrobatics +44, Climb +40, Disguise +43, Knowledge (geography, history, religion) +24, Perception +11, Sense Motive +45, Spellcraft +41, Stealth +47, Survival +45
Languages Druidic, Sylvan; speak with plants
SQ change shape (Colossal or smaller tree; tree shape ), deific, green empathy +43
Special Abilities
Absorb Magic (Ex) When a green man strikes a creature with his slam attack, he immediately attempts to absorb one magical effect from the target. Treat this as a targeted dispel magic (CL 20th), with the green man preferring to target effects that prevent his vines’ grapple attempts, like freedom of movement . When the green man absorbs magic in this way, he regains a number of hit points equal to double the level of the spell effect he absorbed.
Deific A green man grants divine spells to worshipers. This does not require any specific action on the green man’s behalf. The domains granted by a green man vary according to the green man’s alignment. Most green men are neutral and grant access to the domains of Plant, Protection, Strength, and Weather and to the subdomains of Defense, Growth, Resolve, and Seasons. A neutral good green man grants access to the domains of Good, Plant, Protection, and Weather and to the subdomains of Defense, Growth, Purity, and Seasons. A neutral evil green man grants access to the domains of Evil, Plant, Strength, and Weather and to the subdomains of Decay, Growth, Resolve, and Seasons. Regardless of his alignment, a green man’s favored weapon is the sickle. If a druid worshiping a green man chooses to take a domain, the druid must choose the Plant domain, regardless of alignment. The green man’s holy symbol is that of a masculine face made of leaves, but the exact expression and appearance of the face varies by green man, and each is unique in detail.
Green Caress (Su) Non-plant living creatures within 60 feet of a green man slowly begin to transform into non-magical plants. Treat this effect as the spell green caress , save that the green man need not touch a creature to begin the effect. A creature must attempt a DC 36 Fortitude save against this effect once upon first entering the aura. If successful, that creature partially resists the effect as per the spell description and is immune to that particular green man’s aura for 24 hours. On a failed save, the effect persists until the creature transforms or the effect is removed (unlike with the spell, it is not limited to a maximum duration of 7 days). Also unlike the spell, this effect is not contagious, and a spellcaster who attempts to stop this green caress via break enchantment, miracle, polymorph any object, remove curse, or wish does not risk becoming targeted by the effect. This aura, being supernatural in nature and not a spell or spell-like ability, cannot be stopped via dispel magic . A green man can select creatures to be unaffected by his aura as an immediate action, but he must be aware of them to grant such clemency, and he cannot reverse the effects of the aura once inflicted. The save DC is Charisma-based.
Green Empathy (Ex) This ability functions as the druid’s wild empathy, save that the green man can only use this ability on plant creatures. A green man’s green empathy check bonus is equal to his HD plus his Charisma modifier (+43 for the typical green man).
Summon Plants (Sp) Three times per day as a swift action, a green man can summon any combination of plant creatures whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 9th-level spell effect.
Thorns (Su) A green man’s thorns are ranged touch attacks with a range increment of 120 feet. A creature damaged by a green man’s thorn moves at half speed and can’t take 5-foot steps, fly, or use air walk, either naturally or magically, until the target or another creature pulls out the thorn as a full round action that provokes attacks of opportunity.
Vines (Ex) A green man can extend up to six thorny vines from his body to attack foes. These act as primary natural melee attacks that deal bludgeoning and piercing damage and have a reach of 30 feet.
Wilderness Insight (Ex) When in a natural area with foliage present, the plants whisper to the green man and grant him an insight bonus to his AC equal to his Wisdom bonus. This bonus is included in the statistics above, but it is lost in areas where plant life is not present in large quantities (typically the case for desert, underground, or urban locales).

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