Make a Colossal Monster of Legend Druid Treant, with flocks of Giant Advanced Shadow-Creature Plant-Imbued Sorcerer Druid Ravens sitting in the branches.
Bitches love Colossal Monster of Legend Druid Treants, with flocks of Giant Advanced Shadow-Creature Plant-Imbued Sorcerer Druid Ravens sitting in the branches.
The Old Gods are pragmatic. But they're only holding back because of us. They have a lot of mojo. They could be making moves on the Seven right now, but they're not, because they think they can extract the recompense out of them indirectly. Through us. That was the deal. It's sort of less implicit, since they could make moves anyway and were until recently, but we have lot of good faith built up between us.
If we ever renege on that deal to humble the Seven, while we may avoid a bruising due to the sheer amount of stuff we have done for them that was above and beyond the oath sworn, the Old Gods will throw whatever assets we gave them at getting their pound of flesh.
So all I can say is, we haven't gone all this time to start oathbreaking now. I hope we don't start later on after already strapping a gun to the Faith's head and not minding if it goes off on everyone within it or really even somewhat adjacent.
Make a Colossal Monster of Legend Druid Treant, with flocks of Giant Advanced Shadow-Creature Plant-Imbued Sorcerer Druid Ravens sitting in the branches.
White - The crazy Dragon Herald
Blessed with great artistic talent and an absolute inability to focus. He's generally hyper-active, disruptive and has an obsession with acting in a way that later makes for a good play. However, he is a great orator, bard and diplomat in his lucid moments. Thankfully, his frog pills keep him lucid for a while, though he never takes them for long since they cause his head to hurt.
He is CG and has a white mouse as a familiar, which he claims is a cursed celestial who was punished for acting out of line with his duties (read: went CG). Nobody believes him. When White gets the Improved Familiar feat, the mouse turns back into a Musteval Guardinal. They will proceed to play music together. They will also fight and commit crime at a roughly even rate.
Black - The greedy Rogue
Blessed with wings and a prehensil tail, Black is a great sneak, pick-pocket and burglar, always out for a quick Mark to be made. Surprisingly, he also often acts as the TN team heart and keeps the peace between everyone else, allegedly because he can make more money with their help, but actually because he really likes everyone and would love to found a Warren with them. Though he would never admit that, not even to himself.
Green - The erudite Bloodrager
Being both Giant and Sturdy, having martial and magical skill, and struggling to find her place in the world, Green turned to books to find answers. So far she found little and still feels often alone and left out. She is CN and often mistaken for a man, to her great and occasionally violent annoyance. Carries a torch for White, but the bard is too dense to notice.
Blue - The arrogant Magus
She is mostly in it for herself, hoping to score a Lordship or other high honours for her service. Has an LE alignment and few lines she wouldn't cross, but is utterly loyal to Emperor, country and her party, seeing oathbreaking and betrayal as the gravest and only true sins. Always presents herself as the leader of the Sentai and does a decent job at it, but readily defers to Red when she doesn't know how to handle something.
Red - The long suffering Cleric of Viserys
Being blessed By the Emperor, with a high Wisdom score and a calm LN demeanor, he usually acts as the teams brains and resident bad-idea vanquisher, having mastered the art of the Facepalm. He also came up with the idea of telling White that the candies they got him were "frog pills" that could help him focus. Has some purely platonic fondness for the well-read Green, though they often clash over philosophy.
Mighty Super Kobold Sentai
As above, but everyone has the Advanced template.
Mighty Morphin Super Kobold Sentai Dragonforce
As above, but everyone has the Advanced and Half-Dragon templates.
White - The crazy Dragon Herald
Blessed with great artistic talent and an absolute inability to focus. He's generally hyper-active, disruptive and has an obsession with acting in a way that later makes for a good play. However, he is a great orator, bard and diplomat in his lucid moments. Thankfully, his frog pills keep him lucid for a while, though he never takes them for long since they cause his head to hurt.
He is CG and has a white mouse as a familiar, which he claims is a cursed celestial who was punished for acting out of line with his duties (read: went CG). Nobody believes him. When White gets the Improved Familiar feat, the mouse turns back into a Musteval Guardinal. They will proceed to play music together. They will also fight and commit crime at a roughly even rate.
Black - The greedy Rogue
Blessed with wings and a prehensil tail, Black is a great sneak, pick-pocket and burglar, always out for a quick Mark to be made. Surprisingly, he also often acts as the TN team heart and keeps the peace between everyone else, allegedly because he can make more money with their help, but actually because he really likes everyone and would love to found a Warren with them. Though he would never admit that, not even to himself.
Green - The erudite Bloodrager
Being both Giant and Sturdy, having martial and magical skill, and struggling to find her place in the world, Green turned to books to find answers. So far she found little and still feels often alone and left out. She is CN and often mistaken for a man, to her great and occasionally violent annoyance. Carries a torch for White, but the bard is too dense to notice.
Blue - The arrogant Magus
She is mostly in it for herself, hoping to score a Lordship or other high honours for her service. Has an LE alignment and few lines she wouldn't cross, but is utterly loyal to Emperor, country and her party, seeing oathbreaking and betrayal as the gravest and only true sins. Always presents herself as the leader of the Sentai and does a decent job at it, but readily defers to Red when she doesn't know how to handle something.
Red - The long suffering Cleric of Viserys
Being blessed By the Emperor, with a high Wisdom score and a calm LN demeanor, he usually acts as the teams brains and resident bad-idea vanquisher, having mastered the art of the Facepalm. He also came up with the idea of telling White that the candies they got him were "frog pills" that could help him focus. Has some purely platonic fondness for the well-read Green, though they often clash over philosophy.
Mighty Super Kobold Sentai
As above, but everyone has the Advanced template.
Mighty Morphin Super Kobold Sentai Dragonforce
As above, but everyone has the Advanced and Half-Dragon templates.
Alright, ladies and gentlemen, I give you an Advanced Moss Lich Bladeleaf Green Warden +8 HD Druid Giant Owl; or more concisely, the Verdant Phoenix. This thing is fucking ridiculous. These templates do more that I thought they did when I started. Apologies in advance for the giant image inside the spoiler.
AC 38, touch 15, flat-footed 33 (+5 Dex, +25 natural, -2 size) hp 192 (14d8+126+3) Fort +27, Ref +12, Will +5 DR 15/slashing, magic and cold iron
fire resistance 10, fast healing 20, regeneration 5 (fire or cold)/regeneration 14 (death effects & negative energy) (see Verdant Healing below), Rejuvenating Seed
Rejuvenating Seed (Ex)
A moss lich can spend 1d10 days growing a rejuvenating seed. After death, the moss lich fully regrows from this rejuvenating seed in 1d10 days. A moss lich can have only one mature rejuvenating seed at any one time. A moss lich that is destroyed again before his rejuvenating seed matures is permanently destroyed, but his remains may give birth to one or more lesser plant creatures in 1d10 years.
Verdant Healing (Ex)
A moss lich in contact with moist, fertile soil gains regeneration equal to his HD. This regeneration is stopped by death effects and negative energy damage. An hour spent in contact with moist, fertile soil counts as a single meal and an adequate amount of drink for one day.
OFFENSE
Speed 20ft., fly 60 ft. (average) Melee 2 claws +21 (2d6+11), 1 slam +21 (2d6+11), natural attacks treated as magical Space 15 ft.; Reach 10 ft. Special Attacks renew deadwood (CL 14), entrap (hp 28), wild shape (effective druid level 11+1 (Natural Druid) = 12)
Renew Deadwood (Su)
Once every 1d4 rounds, a green warden can produce an effect like that of a warp wood spell (caster level equals green warden's racial Hit Dice), except it affects only dead wood. Any wooden objects affected by this ability turn into living plants that root themselves when they come into contact with the ground. A green warden cannot "unwarp" wood or return it to its normal shape with this ability.
Entrap (Su)
Any living creature struck with the moss lich's slam attack is infected with magical spores that immediately grow into a tangle of vines covering the target's body, acting like the entrap special ability with permanent duration, hardness 5 and two hit points per the moss lich's HD. The vines can be killed with any effect that kills plants.
Str 32, Dex 21, Con 28, Int 18, Wis 33, Cha 19 Base Atk +10; CMB +21; CMD 36 FeatsAlertness, Combat Expertise, Improved Disarm, Diehard B, Endurance B, Great Fortitude B, Toughness B, Negotiator(2 more) SkillsFly +11, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (nature) +10, Perception +17, Sense Motive +14, Stealth +9; Racial Modifiers +4 Fly, +4 on all Knowledge skills, +4 Perception, +8 Stealth (84 total, +8 racial to Perception, Stealth, & Survival) Languages Sylvan, Common, First Man; animal telepathy (30 ft.) SQ insightful senses, piercing stare, favored terrain, natural druid, trackless step, verdant stride, animate leaves, sundering storm
SPECIAL ABILITIES
Animal Telepathy (Su)
A giant owl can telepathically communicate with other animals as if under the effects of speak with animals.
Insightful Senses (Su)
A giant owl's senses are particularly well honed to sensing danger or locating prey. It adds its Wisdom modifier as an insight bonus (+3 for most giant owls) on its initiative checks.
Piercing Stare (Su)
Up to three times per day as a swift action, a giant owl can gain the effects of true seeing (as the spell) for 1 round.
Aura of Wild Growth (Su)
A moss lich's presence makes local vegetation more vibrant but more wild as well. Plants within one mile of a moss lich grow twice as fast, but produce half the normal yield of crops due to an abundance of weeds and wild plants spreading through the fields and orchards.
Moss Magic (Su)
A moss lich gains a +1 bonus to caster level checks in areas of thick vegetation. When a spell allows the moss lich to utilize or affect trees, he may also utilize or affect patches of moss occupying at least one square.
Moss Shape (Ex)
At will as a standard action a moss lich can transform itself into a patch of moss his size or meld with an existing patch of moss at least his size at will as if using the tree shape spell.
Verdant Stride (Ex)
A moss lich can pass through natural vegetation of any type without leaving a trace, and he ignores vegetation-based difficult terrain both mundane and magical. A moss lich may selectively ignore any plant-based effects he created.
Favored Terrain (Ex)
The environment a green warden inhabits is considered favored terrain (as the Ranger ability) for that green warden. If the green warden has ranger levels, this stacks with similar favored terrains chosen by this ability. A green warden must reside in its particular territory for more than half of the year to gain and maintain this ability.
Natural Druid (Su)
If a green warden has druid levels, its effective level is one higher for gaining druid spells and other abilities.
Trackless Step (Ex)
A green warden leaves no trail in natural surroundings and cannot be tracked. It may, however, choose to leave a trail if it desires.
Animate Leaves (Su)
A bladeleaf can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the bladeleaf. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the bladeleaf can completely re-grow all its lost leaves in 1 minute. The bladeleaf may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The bladeleaf controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.
Sundering Storm (Su)
A bladeleaf creature that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 10 + 1/2 the bladeleaf creature's HD + its Con modifier) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + the bladeleaf's Con modifier damage unless they are using a reach and/or cold iron weapon.
I haven't done the skills or spells, I'm definitely going to need someone to help me with the latter.
This, frankly, is insane. AC 38, DR 15 with a three step negation, backed by fast healing 20 and regeneration 5 or 14. This thing will never fucking die, and it can resurrect from its seed-phylactery should anyone ever manage it. Jesus Christ. We took the elemental immunities out of Bladeleaf, and it's still crazy.
White - The crazy Dragon Herald
Blessed with great artistic talent and an absolute inability to focus. He's generally hyper-active, disruptive and has an obsession with acting in a way that later makes for a good play. However, he is a great orator, bard and diplomat in his lucid moments. Thankfully, his frog pills keep him lucid for a while, though he never takes them for long since they cause his head to hurt.
He is CG and has a white mouse as a familiar, which he claims is a cursed celestial who was punished for acting out of line with his duties (read: went CG). Nobody believes him. When White gets the Improved Familiar feat, the mouse turns back into a Musteval Guardinal. They will proceed to play music together. They will also fight and commit crime at a roughly even rate.
Black - The greedy Rogue
Blessed with wings and a prehensil tail, Black is a great sneak, pick-pocket and burglar, always out for a quick Mark to be made. Surprisingly, he also often acts as the TN team heart and keeps the peace between everyone else, allegedly because he can make more money with their help, but actually because he really likes everyone and would love to found a Warren with them. Though he would never admit that, not even to himself.
Green - The erudite Bloodrager
Being both Giant and Sturdy, having martial and magical skill, and struggling to find her place in the world, Green turned to books to find answers. So far she found little and still feels often alone and left out. She is CN and often mistaken for a man, to her great and occasionally violent annoyance. Carries a torch for White, but the bard is too dense to notice.
Blue - The arrogant Magus
She is mostly in it for herself, hoping to score a Lordship or other high honours for her service. Has an LE alignment and few lines she wouldn't cross, but is utterly loyal to Emperor, country and her party, seeing oathbreaking and betrayal as the gravest and only true sins. Always presents herself as the leader of the Sentai and does a decent job at it, but readily defers to Red when she doesn't know how to handle something.
Red - The long suffering Cleric of Viserys
Being blessed By the Emperor, with a high Wisdom score and a calm LN demeanor, he usually acts as the teams brains and resident bad-idea vanquisher, having mastered the art of the Facepalm. He also came up with the idea of telling White that the candies they got him were "frog pills" that could help him focus. Has some purely platonic fondness for the well-read Green, though they often clash over philosophy.
Mighty Super Kobold Sentai
As above, but everyone has the Advanced template.
Mighty Morphin Super Kobold Sentai Dragonforce
As above, but everyone has the Advanced and Half-Dragon templates.
Option 2) You wake up in the Flesh Forge as it explodes in a fiery conflagration which completely destroys the structure and much of the ruins of Goggossos, though you are unscathed except for a few scrapes and bruises. It is the 12th Day of the Ninth Month, 289 AC, the day the quest starts and ASWAH diverges from ASOIAF canon. You should have been decanted from your pod as in Option 1, but something went very wrong and Tiamat was able to strike against the Imperium's affront to Dragonkind (i.e. Tiamat). Among the advantages of this start, you have years of priceless meta-knowledge, you're a CR 15 Dragon(!), and for a long time to come you will be among the Powers (with a capital P) with very little that can stand in the way of your plans. Unfortunately, you can't have the good without the bad. The Flesh Forge, a priceless relic of a bygone era, has been destroyed. In the not so distant future it could have been critical to the survival of humanity upon Planetos. You're alone, short on funds, and you have no enchanted gear. Worst of all, however, is that you have Tiamat's attention. She doesn't know what happened (no knowledge from her future self made the trip back with you), but she got a whiff of her own power and turned her attention to the exploding Flesh Forge quickly enough to get a metaphysical eye full of you. A new species of Dragon that she wasn't aware of, who doesn't worship her, and who somehow came into being in an explosion caused, at least in part, by her power. You better keep your Mind Blank SLA running 24/7 and it would be advised to take advantage of shape-shifting magic as often as possible.
I'm going to pick this option, it's not like this is the only Flesh Forge, with the Gogossos Flesh Forge exploded, I just have to go conquer Qohor, as a CR15 dragon at quest start that shouldn't be too hard.
Sure the Qohor Flesh Forge, probably don't come with Flesh Crafters like the Gogossos Flesh Forge did, but that's not much of a problem, the Gogossos Flesh Forgers kept themselves alive until now, which mean they died recently, so once I have gotten access to someone capable of casting resurrection and enough resurrection diamonds, I can just go cast speak with soul, convince them to work for me in exchange for a new Flesh Forge, and I have restored pretty much everything lost by my arrival.
Okay there's 1 less Flesh Forge in the world now, but DP has said the old gods can take the Landwardens place as power source for a Flesh Forge, so I just need to rebuild the physical part of the Flesh Forge, and gather enough sacrifices, and even that loss can be reversed.
Only problem with this option is that Tiamat is after me, but that's not so bad if I keep my mind-blank up, and later I can get a mind-blank item.
The Old Gods are pragmatic. But they're only holding back because of us. They have a lot of mojo. They could be making moves on the Seven right now, but they're not, because they think they can extract the recompense out of them indirectly. Through us. That was the deal. It's sort of less implicit, since they could make moves anyway and were until recently, but we have lot of good faith built up between us.
If we ever renege on that deal to humble the Seven, while we may avoid a bruising due to the sheer amount of stuff we have done for them that was above and beyond the oath sworn, the Old Gods will throw whatever assets we gave them at getting their pound of flesh.
So all I can say is, we haven't gone all this time to start oathbreaking now. I hope we don't start later on after already strapping a gun to the Faith's head and not minding if it goes off on everyone within it or really even somewhat adjacent.
They're also holding back, because they hate the Void more than they hate the Seven, and anytime they make a move, the Void get to make a move.
Which I expect we can use, to lessen how much punishment they will demand to heap on the Seven, making the Seven swear to send all their PCs to fight the Void, should substitute for a decent amount of punishment, some punishment must still happen of course, but we can lessen it, by getting the Seven to make amends in other ways.
White Treant Zord: Biggest individual zord, forms the legs. Mounts Bladeleaf missile launchers.
Black Raven Zord: Attaches to the back, forms the head and part of the wings.
Green Cobra Zord: Forms the left arm, its head detaching to form into a shield.
Blue Wolf Zord: Forms the right arm.
Red Drake Zord: Forms the main body, head set in chest as laser cannon, wings join with Raven Zord's to grant flight, tail forms a spear for Wolf Zord to wield.
The complete formation creates the Dracomax Imperial Megazord.
Megazord form gains the kaiju subtype, to represent it being a merger of 5 Gargantuan to Colossal Zords.
It is fascinating how we manage to borrow simultaneously from Warhammer, Power Rangers and My Little Pony into a setting that is a mix of lovecraftian horror with medieval fantasy.
And that's before DP added dnd into the mix
And on the pony-related note, @DragonParadox, those doggo-fiends we bought and rehabbed had been mostly running with Rhango, yes?
Or had they settled down anywhere yet?
Also, what were the Legion Devils doing lately?
No need for interludes or anything, I'm wondering for "what guards we have where"-kind of effort.
It is fascinating how we manage to borrow simultaneously from Warhammer, Power Rangers and My Little Pony into a setting that is a mix of lovecraftian horror with medieval fantasy.
And that's before DP added dnd into the mix
Make a Colossal Monster of Legend Druid Treant, with flocks of Giant Advanced Shadow-Creature Plant-Imbued Sorcerer Druid Ravens sitting in the branches.
Bitches love Colossal Monster of Legend Druid Treants, with flocks of Giant Advanced Shadow-Creature Plant-Imbued Sorcerer Druid Ravens sitting in the branches.
White - The crazy Dragon Herald
Blessed with great artistic talent and an absolute inability to focus. He's generally hyper-active, disruptive and has an obsession with acting in a way that later makes for a good play. However, he is a great orator, bard and diplomat in his lucid moments. Thankfully, his frog pills keep him lucid for a while, though he never takes them for long since they cause his head to hurt.
He is CG and has a white mouse as a familiar, which he claims is a cursed celestial who was punished for acting out of line with his duties (read: went CG). Nobody believes him. When White gets the Improved Familiar feat, the mouse turns back into a Musteval Guardinal. They will proceed to play music together. They will also fight and commit crime at a roughly even rate.
Black - The greedy Rogue
Blessed with wings and a prehensil tail, Black is a great sneak, pick-pocket and burglar, always out for a quick Mark to be made. Surprisingly, he also often acts as the TN team heart and keeps the peace between everyone else, allegedly because he can make more money with their help, but actually because he really likes everyone and would love to found a Warren with them. Though he would never admit that, not even to himself.
Green - The erudite Bloodrager
Being both Giant and Sturdy, having martial and magical skill, and struggling to find her place in the world, Green turned to books to find answers. So far she found little and still feels often alone and left out. She is CN and often mistaken for a man, to her great and occasionally violent annoyance. Carries a torch for White, but the bard is too dense to notice.
Blue - The arrogant Magus
She is mostly in it for herself, hoping to score a Lordship or other high honours for her service. Has an LE alignment and few lines she wouldn't cross, but is utterly loyal to Emperor, country and her party, seeing oathbreaking and betrayal as the gravest and only true sins. Always presents herself as the leader of the Sentai and does a decent job at it, but readily defers to Red when she doesn't know how to handle something.
Red - The long suffering Cleric of Viserys
Being blessed By the Emperor, with a high Wisdom score and a calm LN demeanor, he usually acts as the teams brains and resident bad-idea vanquisher, having mastered the art of the Facepalm. He also came up with the idea of telling White that the candies they got him were "frog pills" that could help him focus. Has some purely platonic fondness for the well-read Green, though they often clash over philosophy.
Mighty Super Kobold Sentai
As above, but everyone has the Advanced template.
Mighty Morphin Super Kobold Sentai Dragonforce
As above, but everyone has the Advanced and Half-Dragon templates.
Alright, ladies and gentlemen, I give you an Advanced Moss Lich Bladeleaf Green Warden +8 HD Druid Giant Owl; or more concisely, the Verdant Phoenix. This thing is fucking ridiculous. These templates do more that I thought they did when I started. Apologies in advance for the giant image inside the spoiler.
AC 38, touch 15, flat-footed 33 (+5 Dex, +25 natural, -2 size) hp 192 (14d8+126+3) Fort +27, Ref +12, Will +5 DR 15/slashing, magic and cold iron
fire resistance 10, fast healing 20, regeneration 5 (fire or cold)/regeneration 14 (death effects & negative energy) (see Verdant Healing below), Rejuvenating Seed
Rejuvenating Seed (Ex)
A moss lich can spend 1d10 days growing a rejuvenating seed. After death, the moss lich fully regrows from this rejuvenating seed in 1d10 days. A moss lich can have only one mature rejuvenating seed at any one time. A moss lich that is destroyed again before his rejuvenating seed matures is permanently destroyed, but his remains may give birth to one or more lesser plant creatures in 1d10 years.
Verdant Healing (Ex)
A moss lich in contact with moist, fertile soil gains regeneration equal to his HD. This regeneration is stopped by death effects and negative energy damage. An hour spent in contact with moist, fertile soil counts as a single meal and an adequate amount of drink for one day.
OFFENSE
Speed 20ft., fly 60 ft. (average) Melee 2 claws +21 (2d6+11), 1 slam +21 (2d6+11), natural attacks treated as magical Space 15 ft.; Reach 10 ft. Special Attacks renew deadwood (CL 14), entrap (hp 28), wild shape (effective druid level 11+1 (Natural Druid) = 12)
Renew Deadwood (Su)
Once every 1d4 rounds, a green warden can produce an effect like that of a warp wood spell (caster level equals green warden's racial Hit Dice), except it affects only dead wood. Any wooden objects affected by this ability turn into living plants that root themselves when they come into contact with the ground. A green warden cannot "unwarp" wood or return it to its normal shape with this ability.
Entrap (Su)
Any living creature struck with the moss lich's slam attack is infected with magical spores that immediately grow into a tangle of vines covering the target's body, acting like the entrap special ability with permanent duration, hardness 5 and two hit points per the moss lich's HD. The vines can be killed with any effect that kills plants.
Str 32, Dex 21, Con 28, Int 18, Wis 33, Cha 19 Base Atk +10; CMB +21; CMD 36 FeatsAlertness, Combat Expertise, Improved Disarm, Diehard B, Endurance B, Great Fortitude B, Toughness B, Negotiator(2 more) SkillsFly +11, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (nature) +10, Perception +17, Sense Motive +14, Stealth +9; Racial Modifiers +4 Fly, +4 on all Knowledge skills, +4 Perception, +8 Stealth (84 total, +8 racial to Perception, Stealth, & Survival) Languages Sylvan, Common, First Man; animal telepathy (30 ft.) SQ insightful senses, piercing stare, favored terrain, natural druid, trackless step, verdant stride, animate leaves, sundering storm
SPECIAL ABILITIES
Animal Telepathy (Su)
A giant owl can telepathically communicate with other animals as if under the effects of speak with animals.
Insightful Senses (Su)
A giant owl's senses are particularly well honed to sensing danger or locating prey. It adds its Wisdom modifier as an insight bonus (+3 for most giant owls) on its initiative checks.
Piercing Stare (Su)
Up to three times per day as a swift action, a giant owl can gain the effects of true seeing (as the spell) for 1 round.
Aura of Wild Growth (Su)
A moss lich's presence makes local vegetation more vibrant but more wild as well. Plants within one mile of a moss lich grow twice as fast, but produce half the normal yield of crops due to an abundance of weeds and wild plants spreading through the fields and orchards.
Moss Magic (Su)
A moss lich gains a +1 bonus to caster level checks in areas of thick vegetation. When a spell allows the moss lich to utilize or affect trees, he may also utilize or affect patches of moss occupying at least one square.
Moss Shape (Ex)
At will as a standard action a moss lich can transform itself into a patch of moss his size or meld with an existing patch of moss at least his size at will as if using the tree shape spell.
Verdant Stride (Ex)
A moss lich can pass through natural vegetation of any type without leaving a trace, and he ignores vegetation-based difficult terrain both mundane and magical. A moss lich may selectively ignore any plant-based effects he created.
Favored Terrain (Ex)
The environment a green warden inhabits is considered favored terrain (as the Ranger ability) for that green warden. If the green warden has ranger levels, this stacks with similar favored terrains chosen by this ability. A green warden must reside in its particular territory for more than half of the year to gain and maintain this ability.
Natural Druid (Su)
If a green warden has druid levels, its effective level is one higher for gaining druid spells and other abilities.
Trackless Step (Ex)
A green warden leaves no trail in natural surroundings and cannot be tracked. It may, however, choose to leave a trail if it desires.
Animate Leaves (Su)
A bladeleaf can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the bladeleaf. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the bladeleaf can completely re-grow all its lost leaves in 1 minute. The bladeleaf may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The bladeleaf controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.
Sundering Storm (Su)
A bladeleaf creature that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 10 + 1/2 the bladeleaf creature's HD + its Con modifier) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + the bladeleaf's Con modifier damage unless they are using a reach and/or cold iron weapon.
I haven't done the skills or spells, I'm definitely going to need someone to help me with the latter.
This, frankly, is insane. AC 38, DR 15 with a three step negation, backed by fast healing 20 and regeneration 5 or 14. This thing will never fucking die, and it can resurrect from its seed-phylactery should anyone ever manage it. Jesus Christ. We took the elemental immunities out of Bladeleaf, and it's still crazy.
Nothing wrong with Giant Owls, of course, but Ravens have kinda been type cast as the OGs bird of choice. We don't want to make Bloodraven sad, right?
More seriously, though, CR 15 creatures are no joke. This one would be powerful, but not too ridiculous. The higher tier Regeneration wouldn't even work most of the time, because an owl doesn't have any business standing on the ground like a mammal (perish the thought!). We might need to tone down a couple things, though that would be more for the sake of thematics than anything.
Thinking about it, a suped up version of the Moss Lich template mighty make a better version of a Divine Champion creature for the OG than the Monster of Legend template.
Nothing wrong with Giant Owls, of course, but Ravens have kinda been type cast as the OGs bird of choice. We don't want to make Bloodraven sad, right?
More seriously, though, CR 15 creatures are no joke. This one would be powerful, but not too ridiculous. The higher tier Regeneration wouldn't even work most of the time, because an owl doesn't have any business standing on the ground like a mammal (perish the thought!). We might need to tone down a couple things, though that would be more for the sake of thematics than anything.
Thinking about it, a suped up version of the Moss Lich template mighty make a better version of a Divine Champion creature for the OG than the Monster of Legend template.
The Owl has higher base Wisdom and special abilities. We can just say it's raven shaped, of course. It's not really the base chassis that's driving this thing's power.
A raven could have leaf-feathers like these:
Can you help with the spells? I've got no idea how to do a prepared caster, nor how many spell slots it actually has.