Force of Nature (CR 14)
Alignment: Always neutral
Initiative: +4 (Improved Initiative); Senses: blindsight, low-light vision, Listen +5, and Spot +20
AC: 27 (-12 size, +19 natural), touch 8, flat-footed 27
Hit Dice: 16d6+80 (136 hp); DR: 10/cold iron
Fort +10, Ref +10, Will +13
Speed: 60 ft., fly 120 ft. (average)
Space: 10 ft./20 ft.
Base Attack +16; Grapple +40
Attack: Bite +15 melee, 2 claws +10 melee, 2 wings +9 melee, tail slap +9 melee, crush +9 melee
Full Attack: Bite +15 melee, 2 claws +10 melee, 2 wings +9 melee, tail slap +9 melee, crush +9 melee
Damage: Bite 2d8+8, claw 2d6+4, wing 1d8+4, tail slap 2d6+4, crush 2d8+4
Special Attacks/Actions: Breath weapon, spell-like abilities, spells, wild empathy
Abilities: Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 20
Special Qualities: dragon and plant traits, SR 15
Feats: Alertness; Flyby Attack; Hover; Improved Initiative; Weapon Focus (claw); Weapon Focus (bite); Wingover
Skills: Concentration +10, Diplomacy +7, Hide -8*, Knowledge (nature) +13, Listen +5, Sense Motive +18, Spot +20, and Survival +15
Advancement: 17-32 HD (Gargantuan), 33-48 HD (Colossal)
Climate/Terrain: Any forest
Treasure/Possessions: Triple standard
Blindsight (Ex): The creature maneuvers and fights as well as a sighted creature by using non-visual senses (mostly hearing and scent, but also by noticing vibration and other environmental clues). Invisibility and darkness are irrelevant, though the creature still can't discern ethereal beings. This ability enables the creature to discern objects and creatures within 150 feet. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability.
Breath Weapon (Su): Every 1d4 rounds, confusion as the spell, 50 ft. cone, Will save DC 23 negates.
Dragon and Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; darkvision 150 ft.; low-light vision (see below); access to dragon feats.
Low-Light Vision: The creature can see four times as well as a human in starlight, moonlight, torchlight, and similar low-light conditions.
Spell-Like Abilities: 1/day - dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, and greater dispelling; Caster level 16th; save DC 15 + spell level.
Spells: Forest dragons can cast spells as 10th-level druids (save DC 13 + spell level).
Skills: *Forces of nature have a +20 racial bonus to Hide checks in forested areas.
A fierce guardian of natural areas, forces of nature aggressively attack humanoids and other creatures that wander into their habitats. Unless driven by hunger, forces of nature rarely attack animals or fey.