Deadly Gardens
6 Be unable to get air through a throat clogged with
flora (it may hold its breath to avoid immediately
beginning to suffocate). A DC 25 Heal or Survival
check as a standard action can clear enough foliage
to allow the creature to breathe again.*
* If the target is already suffering from this condition,
it instead suffers 1 point of Constitution damage.
Additional touches add to the effect’s duration. Spells
such as blight or diminish plants immediately end any
effects from foliating touch. Plant growth causes the
target to immediately suffer 2d6 points of damage and
one of the foliating touch’s random effects, with a –4
penalty to its Fortitude save. The save DC is Charismabased.
Possess Plants (Su) A green man may merge with an
adjacent plant to take control of it as a standard action.
This ability functions as greater possession (Pathfinder
Roleplaying Game: Occult Adventures) when used
against a plant creature (DC 20 Will save negates;
the save DC is Charisma-based). When used against
any other plant, the green man can make it move as
if it were an animated object of its size (including a
number of Construction Points appropriate for its size;
see Pathfinder Roleplaying Game Bestiary). While
possessing a plant, the green man’s visage appears on
the target and it suffers one-quarter of any damage
dealt to the plant. In addition, its foliating touch ability
is added to the effect of any attacks of the host plant.
A green man may leave a plant as a free action, or is
expelled into the closest empty space if the host plant
dies.
N Huge construct
Init -2; Senses low-light vision; Perception -5
DEFENSE
AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2
size)
hp 78 (7d10+40)
Fort +2, Ref +0, Will -3
Defensive Abilities hardness 5; Immune construct
traits
OFFENSE
Speed 30 ft.
Melee 3 slams +15 (2d6+10)
Space 15 ft.; Reach 15 ft.
Special Attacks trample (2d6+15, DC 23)
STATISTICS
Str 30, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +7; CMB +19; CMD 27
ECOLOGY
Environment any
Organization solitary, pair, or group (3-12)
Treasure none
Greenscream Trumpet
Pendulous green flowers shaped like little trumpets
and stuffed to bursting with needle-thin stamen
festoon this beautiful shrub.
GREENSCREAM TRUMPET
CR 4
XP 1,200
N Medium plant
Init +6; Senses blindsight 30 ft., low-light vision;
Perception +7
These nature spirits safeguard the balance
between man and nature, ensuring both exist in
harmony. Each green one tends its duties as it sees
fit, interfering if either side gets out of balance.
Worshipped by some primitive cultures, which they
adopt, green men protect them from threats they
view as non-natural, but stand aside against dangers
they see as part of the natural order of things (such as
a flood or wildfire). In combat, a green one possesses
other plants, putting their power to its own purposes.
Green Men can be male or female, though place
little importance on gender. Scholars believe new
green ones arise from the body of victims consumed
by a foliating touch.
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 47 (5d8+25)
Fort +8, Ref +3, Will +1
Immune plant traits, sonic
Weaknesses vulnerability to cold
OFFENSE
Speed 5 ft.
Space 5 ft.; Reach 0 ft.
Special Attacks greenscream (30-ft. burst, 2d6 sonic
plus deafened, DC 15 Fortitude), focused scream
(60-ft. Line, 4d6 sonic plus deafened, DC 15
Fortitude)
STATISTICS
Str 9, Dex 14, Con 19, Int 2, Wis 12, Cha 16
Base Atk +3; CMB +2; CMD 14
Feats Improved Initiative, Skill Focus (perception),
Toughness
Skills Perception +9, Stealth +5, (+15 when amongst
angel trumpet plants)
Possessed Tree
This tree comes to life as a wizened face pushes out
from the surface of the bark.
Huge Animated Object
XP 3,200
CR 7
ECOLOGY
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