Forestheart Warden (3.5e Monster)
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|Size/Type:||Huge Plant (Earth)|
|Hit Dice:||16d8+80 (152 hp)|
|Speed:||20 ft, burrow 40 ft|
|Armor Class:||25 (+29 natural, -4 size), touch 6, flat-footed 25|
|Attack:||+1 Huge Steelwood Scythe +21 melee (3d6+19, 20/x4) or Claw +20 melee (2d6+12 plus grab, 20/x2)|
|Full Attack:||+1 Huge Steelwood Scythe +21/+16/+11 melee (3d6+19, 20/x4) and Two Claws +20 melee (2d6+12 plus grab, 20/x2)|
|Space/Reach:||15 ft/15 ft|
|Special Attacks:||Brier Puncture, Improved Grab, Scream, Spells|
|Special Qualities:||DR 5/slashing, Fast Healing 5, Immunities, Low-Light Vision, Resist Sonic 30, Restricted Terrain, Tremorsense 120 ft, Vulnerablity to Fire|
|Saves:||Fort +15, Ref +5, Will +11|
|Abilities:||Str 34, Dex 10, Con 20, Int 15, Wis 23, Cha 17|
|Skills:||Concentration +25, Knowledge Nature +21, Spot +25, Survival +25|
|Feats:||Power Attack, Cleave, Controlled Immolation, Sweeping Attack, Find the Weak Spot, Improved Find the Weak Spot|
|Alignment:||Usually True Neutral|
|Advancement:||17-32 HD (Huge), 33-48 HD (Gargantuan)|
With the creaking of wood, great redwoods rose from the moss covered ground and curled around themselves into a massive conical structure. From the top a humanoid wooden torso reaches out, topped with a plant head warped into the design of a goat skull. As it moves, its base roots perish and regrow rapidly.
In its base form the forestheart warden sleeps within the forest it is bound to as a ghost, little more than a bud in the ethereal plane spread across the various plants. When great destruction is brought to its forest the pain of the death of its forest awakens in mad with anger, sorrow, and suffering. It possesses the material roots of the real world and grows into the world to wreck vengeance. It grows steelwood scythes on awakening, and hunts down those responsible for its awakening.
Forestheart wardens are intelligent but usually blinded with rage and unwilling to parley. They usually only scream and howl like a beast. It stands 30 ft tall, and speaks Sylvan.
The forestheart warden seeks down its prey with fury, but ultimate desires to drive out its opposition and is intelligent enough to use tactics, fear, and targeting both obvious offenders and those that would matter to their opponents the most in order to break morale and get them to turn tail and flee. It is not above ambush or harassment over time, using its burrowing ability to escape dangerous situations.
Brier Puncture (Ex): The forestheart warden can jab sharp thorns and briers into creatures they are grappling. On a successful grapple check against a grappled target, the creature takes the warden's claw damage as piercing damage and is slammed on the ground ending the grapple. These briers remain in the skin causing pain and bleeding, inflicting a -2 penalty to attack, ability checks, and skill checks from the pain and bleeds 1d4 points of damage each round. The briers can be removed as a standard action with a DC 15 Heal check, or by recovering at least 1 point of damage.
Fast Healing (Ex): Unlike most fast healing, the fast healing of the forestheart warden only applies when on the surface exposed to air.
Immunities: The forestheart warden is immune to critical hits, mind-affecting effects, paralysis, poison, polymorphing, sleep effects, and stunning. They also cannot be bull rushed, overran, or knocked prone.
Improved Grab (Ex): To use this ability, a forestheart warden must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Restricted Terrain: The forestheart warden lives in and is restricted to certain terrains, typically the forest. They are unable to leave their terrain, not even able to walk upon foreign ground. However they never are slowed by any of their home terrain. Technically the warden doesn't "walk" so much as grow out of the terrain, and thus they are anchored to the terrain and unable to jump or fly, as well as unable to bull rushed, overruned, or knocked prone.
Scream (Su): The forestheart warden cackles and howls and wails often, causing afflictions and injury with its cry. Each cry is a swift action that extends out to 30 ft, centered on itself, and the effect lasts 1 round. It can scream once every 1d3 rounds. Each scream deals 1d10 points of sonic damage, save for half. The save DC is 23 and is Constitution based.
- Cry of Anger: Creatures in the area must make a Will save or be filled with a furious anger. For the next round they can only take offensive action (melee, magic, or otherwise) even if they would otherwise heal or buff.
- Cry of Sorrow: Creatures in the area must make a Will save or be filled with a crushing sorrow. For the next round they cannot take any offensive action, though they are not otherwise restricted.
- Echo Spell: The forestheart warden can duplicate the effects of any spell they did not cast that occurred up to 1 round ago and within 30 ft of itself, as long as the spell was 1 standard action or less, and had vocal components. The spell is duplicated as a swift action under your control. The duplicated spell uses the statistics of the original caster, not itself, and originates from the forestheart warden.
- Shatterhowl: This form of scream is a standard action, and deals 5d10 points of sonic damage to all creatures in the area instead of the 1d10 damage normally used, Fortitude save for half. Those that fail the save are deafened for 1 minute.
Typical Druid Spells Known (6/6+/6+/6+/4+, save DC 16 + spell level): 0—create water, detect magic, guidance, incubate, light, mending, prismatic point, resistance; 1st—dust bomb, entangle, magic mushroom dust, obscuring mist, sting dart; 2nd—barkskin, splinterboltSpC, soften earth and stone, warp wood; 3rd—boulder cannon, contagion, creaking cacophonySpC; 4th—spitting swarm, summon nature’s ally IV.
Skills: The forestheart warden gains a +16 bonus to Hide checks in their home terrain (typically the forest).