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Guardian Treeby Jamie Baty
Hit Dice: 25d8+250 (362 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 0 ft. (0 squares)
Armour Class: 17 (-8 size, +15 natural), touch 2, flat-footed 17
Base Attack/Grapple: +18/+52
Attack: Branch +32 melee (3d6 +18)
Full Attack: 15 Branches +32 melee (3d6 +18) and 15 roots +30 melee (2d6 +9) and 15 vines +30 melee (1d10 +9)
Space/Reach: 50 ft. /100 ft.
Special Attacks: Branch deflection, plant growth, improved grab, root delay, strangulation
Special Qualities: fast healing 1, hearty plant, low-light vision, plant traits
Saves: Fort +24, Ref +8, Will +12
Abilities: Str 46, Dex 11, Con 31, Int 6, Wis 15, Cha 14
Skills: Concentration +13, Diplomacy +7, Knowledge (nature) +3, Listen +9, Sense Motive +6, Spot +9
Feats: Alertness, Cleave, Die Hard, Endurance, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack
Environment: Warm forests
Challenge Rating: 19
Alignment: Always neutral
Advancement: 26-50 HD (Colossal)
Level Adjustment: -
Guardian trees are huge, ancient trees magically enhanced to guard Karimari territory. They grow in a rough circle around Shani Kiliji (Karimari's "marvellous village"), surrounding an area nearly 100 miles in diameter. Each tree stands about 200' tall and has a trunk diameter of 50' and a 100' radius canopy. Each tree is spaced about 200' from its neighbours. The canopies of Ulimwengu's 8,000 guardian trees form an unbroken ring 300 miles in circumference.
Guardian trees understand and obey orders given by any Karimari and they know that orders given by the Karimari queen supersede all others. They are polite (but firm in their duties) when spoken to with speak with plants spells.
Guardian trees will attack each opponent with one branch, root and vine but only if attacked first, or if the opponent attempt to penetrate its line.
Branches, roots and vines may be targeted individually in combat. Branches and roots are AC 14 and have 10hp. Vines are AC 12 and can be severed with 5 hp of damage. Damage done to branches, roots, and vines do not count against the 25 hit dice of the trunk itself. Guardian trees can only be killed by massive damage to their trunk, or by the severing of all branches, roots, and vines (in which case the tree dies within a month if not restored by magic). Severing five adjacent branches, five roots, and five vines clears a 10' x 10' area into which the guardian tree cannot reach to attack.
Branch Deflection (Ex): Each round as a free action, a guardian tree may deflect up to three attacks on each of its branches. Deflected attacks deal no damage to the tree.
Plant Growth (Sp): A guardian tree can use the plant growth ability at will. This ability is identical to the druid spell of the same name (caster level 12th.)
Improved Grab (Ex): If a guardian tree hits with its vine attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Root Delay (Ex): Each target hit by a root attack must make a reflex save vs DC 40 (Str based) or automatically lose initiative next round (the victim acts last in the round).
Strangulation (Ex): Any character pinned by a guardian tree's vine must make a fortitude save vs DC 15 each round it is pinned or be strangled. Strangled characters take 3d6 non-lethal damage per round automatically as long as the pin is maintained. A victim rescued before death, is still paralysed for 2d6 rounds.
Fast Healing (Ex): A guardian tree regains hit points at the rate of 1 hit point per round.
Hearty Plant (Ex): A guardian tree receives a +5 racial bonus to any saving throw made against a spell or effect that specifically targets plants.
Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.