KING
Verdant Warden

Verdant Warden

Plant · Crown of Nature

T4d10Major

A massive eight-foot humanoid of living oak shaped into roughly human proportions. Moss grows in its elbows, birds nest in its shoulders, and its knothole eyes glow with deep green light. When it walks, trees lean aside and close ranks behind it.

Tier 4  ·  Role Major  ·  Pool Vigor 8 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor8Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit18+Cunning 14
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense18+4d8
Heart18+4d8
Cunning14+2d4
Fate18+4d8

Passives

Passive

Anathema to Artifice

Within 30 ft, refined metal corrodes, worked stone cracks, and machines seize. A creature that strikes the Warden with a non-magical metal weapon takes 1 Vigor damage as the blade rusts and spalls. Magical items are immune.

Passive

Rooted

If the Warden plants itself and gives up movement, it cannot be grabbed, knocked prone, or moved, and its AC becomes 19.

Maneuvers

Maneuver

Living Fortress

Grows a wall of thorn and hardwood 10 ft high and 30 ft long over 1 round. The wall stops all passage and collapses after taking 4 damage.

Reactions

Reaction

Nature's Retaliation

When a creature within 30 ft harms the living land or strikes with a refined metal weapon, the Warden makes one greatclub attack against it.

Tactics

GM tactics

Uses Living Fortress to wall off ground it does not want crossed, then plants itself with Rooted when the position matters. Anathema to Artifice corrodes armed enemies passively, and anyone who strikes it with steel gets the greatclub in answer. It ignores those who treat the land respectfully.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 18+ (Cunning 14).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.