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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 18 | +4 | d8 |
| Cunning | 14 | +2 | d4 |
| Fate | 18 | +4 | d8 |
Passives
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.
Rooted
If the Warden plants itself and gives up movement, it cannot be grabbed, knocked prone, or moved, and its AC becomes 19.
Maneuvers
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
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.