Green Guardian (CR 7)

Huge Plant
Alignment: Always neutral
Initiative: +1 (Dex); Senses: tremorsense, Listen +12, and Spot +13


AC: 19 (-2 size, +10 Dex, +10 natural), touch 9, flat-footed 18
Hit Dice: 10d8+20 (65 hp)
Fort +9, Ref +4, Will +5
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +18
Attack: Slam +8 melee
Full Attack: Slam +8 melee
Damage: Slam 2d6+4
Special Attacks/Actions: Captivating song, greensickness
Abilities: Str 16, Dex 13, Con 15, Int 3, Wis 10, Cha 18
Special Qualities:
Feats: Alertness; Iron Will
Skills: Hide -7*, Listen +12, and Spot +13
Advancement: -
Climate/Terrain: Any land
Organization: Solitary, pair, or garden (3-6)
Treasure/Possessions: None

Source: Dragon #304

Green guardians defend their property vigorously. They use their captivating song to lull interlopers. As the intruders approach, they attack.

Captivating Song (Su): The leaves of the green guardian rustle gently, issuing a soft susurration. One of the most lovely and deadly abilities of the green guardian is its song. When a green guardian sings, all creatures (other than plants and fey) within a 300-foot spread must succeed at a Will save (DC 19) or become utterly captivated. If the save is successful, that creature cannot be affected again by that green guardian's song for one day. This is a mind-influencing, sonic effect.

A captivated victim walks toward the green guardian, taking the most direct route available. If the path leads into a dangerous area (through flames, off a cliff, and so on), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but suffers no defensive penalties.) A victim within 15 feet of the green guardian stands there and offers no resistance to the monster's attacks. The effects continue for as long as the green guardian sings. A bard's countersong ability allows the captivated creature to attempt a new Will save.

Greensickness (Su): When a green guardian is angry or frightened, it emits a cloud of spores in a 30-foot radius. The spores act as an inhaled poison (DC 18); initial and secondary damage 2d6 Strength.

Tremorsense (Ex): Green guardians can automatically sense the location of anything within 60 feet that is in contact with the ground.

Plant Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Feats: Green guardians gain feats as though they were fey.

Skills: Green guardians receive skills as though they were fey. *They have a +20 racial bonus to Hide checks in areas with other vegetation.