Monster Dossier

Green Man

Green Man is a fantasy monster entry from source B3.

Level 24

Traits

rarenmediumleshyplant

Rules & statistics

Monster Profile

Perception

42

Senses

  • Name
    darkvision
  • Name
    plantsense
    Range
    60

Languages

Languages
  • arboreal
  • druidic
  • sylvan
Abilities
  • green tongue

Skills

Acrobatics
39
Athletics
42
Deception
40
Diplomacy
Std
40
Vs. plants
44
Intimidation
Std
40
Vs. plants
44
Nature
48
Stealth
41
Survival
44

Ability Mods

Str
12
Dex
9
Con
11
Int
7
Wis
10
Cha
8

Defenses

Ac
51
Saving Throws
Fort
43
Ref
39
Will
42
Hp
  • Hp
    525
Weaknesses
  • Name
    axe vulnerability
  • Amount
    20
    Name
    fire
Resistances
  • Amount
    20
    Name
    bludgeoning
  • Amount
    20
    Name
    piercing

Speed

Walk
40
Climb
40

Attacks

  • Range
    Melee
    Name
    vine
    Attack
    46
    Traits
    • deadly
    • versatile
    Effects
    • absorb magic
    • Improved Grab
    Damage
    4d10+27 bludgeoning plus absorb magic and Improved Grab
    Types
    • bludgeoning
  • Range
    Ranged
    Name
    thorn
    Attack
    43
    Traits
    • fatal
    • range increment
    • reload
    Effects
    • embed
    Damage
    4d8+27 piercing plus embed
    Types
    • piercing

Spellcasting

  • Type
    Innate
    Tradition
    primal
    DC
    48
    Entry
    0
    Level
    10
    Spells
    • Name
      detect magic
    • Name
      read aura
    8
    Spells
    • Name
      air walk
    • Name
      freedom of movement
    9
    Spells
    • Name
      energy aegis
    10
    Spells
    • Name
      heal
      Amount
      3
    • Name
      regenerate
      Amount
      3
    • Name
      tree stride
      Amount
      at will
    • Name
      true seeing
    • Name
      primal phenomenon
      Amount
      3

Abilities

Top
  • Entries
    • A green man can communicate with plants, with the effects of speak with plants, and can use Diplomacy to Make an Impression on plants and Request things from plants.
    Name
    Green Tongue
  • Entries
    • A green man can sense life force via plants. This allows them to observe a living or undead creature's vital essence within 60 feet of the green man, but they can also use this precise sense to observe any living or undead creature within 60 feet of any plant matter within 120 feet of the green man. This allows the green man to see living things through solid plant matter, as well as seeing through other barriers if there are plants on the other side.
    Name
    Plantsense
Mid
  • Entries
    • A green man takes 20 additional damage from axes.
    Name
    Axe Vulnerability
  • Traits
    • aura
    • incapacitation
    • plant
    • primal
    • transmutation
    Entries
    • 60 feet. Living creatures in the area other than plants slowly transform into non-creature plants. The green man can exclude creatures from this effect, but they must be aware of a creature's presence and location to do so. A non-plant creature in the area must attempt a 45 Fortitude save immediately before the start of its turn.
    • Type
      successDegree
      Entries
      Critical Success
      The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 2.
      Success
      The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 1.
      Failure
      The creature becomes slowed 1, or if it was already slowed by green caress, increases the slowed value by 1, as their body transforms more and more into a non-creature plant. If the creature ever becomes slowed to the point they have no actions left for their turn, they become an inanimate plant, a condition that can only be reversed by primal phenomenon or similarly powerful magic.
      Critical Failure
      As failure, except the creature becomes slowed 2 (or increases the condition value by 2).
    Name
    Green Caress
  • Activity
    Number
    1
    Unit
    reaction
    Trigger
    A creature within the green man's reach uses a move action or leaves a square during a move action it's using
    Entries
    • The green man lashes out to hold the foe in place. The green man makes a vine Strike against the triggering creature. If the attack hits, the green man disrupts the action. If the creature was Flying when its action was disrupted, it falls.
    Name
    Root In Place
Bot
  • Activity
    Number
    1
    Unit
    action
    Entries
    • The green man's vines leach away magic and transform it into life essence for the green man. On a successful vine Strike, the green man attempts to counteract one spell active on the target (typically one vexing the green man, or determined randomly if they aren't aware of specific effects), with a counteract level of 10 and a modifier of 1d20+38|+38. If the effect is counteracted, the green man gains 30 temporary Hit Points that last for 10 minutes.
    Name
    Absorb Magic
  • Entries
    • The green man's thorns embed themselves into any creature they damage, taking root into the ground. A target damaged by a thorn has its Speeds halved, and it can't Step, Fly, air walk, or otherwise leave the ground until the thorn is removed. Removing a thorn requires 3 Interact actions, which don't have to be consecutive. If the creature performing the final action doesn't succeed at a 45 Medicine check as part of that action, the target takes 10d6 damage upon the thorn's removal.
    Name
    Embed
  • Activity
    Number
    2
    Unit
    action
    Entries
    • The green man focuses all their vines against a single vexing foe, making a single vine Strike. On a success, the target takes 5d10 additional damage and is affected by Absorb Magic three times. Even on a failure, the target takes the normal effects of a hit with a vine Strike, but on a critical failure, the vines miss completely.
    Name
    Focus Vines
  • Entries
    • A green man can use their Improved Grab action against a creature of any size.
    Name
    Green Grab
  • Entries
    • A green man can perform all their rituals without secondary casters, relying on their own primal ties to the vital essence in spirits of nature. A green man's awaken animal and primal call rituals work on plants instead of their usual range of choices. Most green men also know the ritual to create various types of leshys and possibly even magic allowing the creation of arboreals or more powerful plant creatures.
    Name
    Green Rituals
  • Activity
    Number
    2
    Unit
    action
    Entries
    • The green man lashes out with all six vines to attack many opponents. They make up to six vine Strike||Strikes, each against a different target; this counts as one attack for their multiple attack penalty, increasing only after all the attacks are made.
    Name
    Vine Forest

Background

Lore

No lore provided.