Zibik
Creature 24 (unique) — fungus, leshy, plant
AnvilWeaverLANDVERTICALfungusleshyplant
Green men are ancient, enigmatic lesser deities of the primeval forests, living embodiments of nature and plantkind. When a forest or other woodland terrain generates enough nature spirits, beings of the same sort of vital essence that embodies leshys or answers the call of a commune with nature, they naturally coalesce together and apotheosize into a green man. Green men aren't concerned with all the multifarious processes of nature like Gozreh or many other nature deities. Instead, they focus
Source: wardens-of-wildwood-bestiary
Perception +42; darkvision; plantsense 60 feet
Languages arboreal, fey, wildsong, muan; green tongue
Skills acrobatics +39, athletics +42, deception +40, diplomacy +40 (+44 vs. plants), intimidation +40 (+44 vs. plants), medicine +48, nature +48, Plane of Wood Lore +48, stealth +41, survival +44
Str
+12
Dex
+9
Con
+11
Int
+7
Wis
+10
Cha
+8
AC 51
Fort +43
Ref +39
Will +42
HP 525
Resistances bludgeoning 20, piercing 20
Weaknesses axe-vulnerability 20, fire 20
Speed 40 feet, climb 40 feet
Offense
Melee Vine (deadly-3d12, versatile-p) +46, Damage 4d10 + 27 bludgeoning plus Absorb Magic, Improved Grab
Ranged Thorn (fatal-d12, reload-0) +43, range increment 120 feet, Damage 4d8 + 27 piercing plus Embed
Abilities
Green Tongue — 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.
Plantsense 60 feet — 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.
Axe Vulnerability — A green man takes 20 additional damage from axes.
Green Caress (aura, incapacitation, plant, primal) — 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 DC 45 Fortitude save immediately before the start of its turn.
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).
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).
Root In Place —
Absorb Magic — 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 rank of 10 and a modifier of +38.
If the effect is counteracted, the green man gains 30 temporary Hit Points that last for 10 minutes.
If the effect is counteracted, the green man gains 30 temporary Hit Points that last for 10 minutes.
Aura of Absorption (aura, fungus, primal) — 120 feet.
Zibik constantly absorbs toxins and pathogens from his surroundings. Zibik automatically absorbs afflictions from non-creature plants, increasing his drained value by 1 each round he absorbs any afflictions from such plants (with no maximum). Living creatures in the area can attempt a saving throw against any disease or poison afflicting them each round, increasing their degree of success for the save by one step. If a creature succeeds, Zibik automatically counteracts the affliction and increases his current drained value by 1 (with no maximum).
When Zibik removes an affliction with this ability, he automatically advances to Stage 1 of the affliction and must continue to attempt saving throws as normal. Zibik can choose to exclude any number of creatures in the area from this effect, and generally does so to absorb Ayrzul's Blight while allowing natural afflictions to run their course.
Zibik constantly absorbs toxins and pathogens from his surroundings. Zibik automatically absorbs afflictions from non-creature plants, increasing his drained value by 1 each round he absorbs any afflictions from such plants (with no maximum). Living creatures in the area can attempt a saving throw against any disease or poison afflicting them each round, increasing their degree of success for the save by one step. If a creature succeeds, Zibik automatically counteracts the affliction and increases his current drained value by 1 (with no maximum).
When Zibik removes an affliction with this ability, he automatically advances to Stage 1 of the affliction and must continue to attempt saving throws as normal. Zibik can choose to exclude any number of creatures in the area from this effect, and generally does so to absorb Ayrzul's Blight while allowing natural afflictions to run their course.
Embed — 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 DC 45 Medicine check as part of that action, the target takes 10d6 untyped damage upon the thorn's removal.
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 DC 45 Medicine check as part of that action, the target takes 10d6 untyped damage upon the thorn's removal.
Focus Vines — 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.
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.
Fungal Rebirth (fungus, primal) — When Zibik dies as the result of a disease or his Aura of Absorption, fungus rebuilds his body over the course of 3d6 days. If his body is destroyed before then, the process restarts.
When restored to life, he's bolstered by primal might; he gains a +3 circumstance bonus to saving throws against diseases for a number of weeks equal to the number of days it took his body to regrow, and he's unaffected by the drained condition for the same duration (though he can still gain the condition).
When restored to life, he's bolstered by primal might; he gains a +3 circumstance bonus to saving throws against diseases for a number of weeks equal to the number of days it took his body to regrow, and he's unaffected by the drained condition for the same duration (though he can still gain the condition).
Green Grab — A green man can use their Improved Grab action against a creature of any size.
Green Rituals — 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.
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.
Purge Plaguebearers (fungus, primal) — Zibik exudes a cloud of spores in a 30-foot-radius emanation. They cling to all creatures currently afflicted with any disease in the area. Afflicted creatures take 25d6 void damage with a DC 48 Fortitude save.
A creature that fails its save becomes Doomed 1 for 1 minute and Sickened 3. Zibik can choose to exclude any number of creatures in the area from this effect.
Zibik can't use Purge Plaguebearers again for 1d4 rounds.
A creature that fails its save becomes Doomed 1 for 1 minute and Sickened 3. Zibik can choose to exclude any number of creatures in the area from this effect.
Zibik can't use Purge Plaguebearers again for 1d4 rounds.
Vine Forest — The green man lashes out with all six vines to attack many opponents. They make up to six vine Strikes, each against a different target; this counts as one attack for their multiple attack penalty, increasing only after all the attacks are made.
Improved Grab —
Primal Innate Spells DC 48, attack +40
8th Desiccate
7th Energy Aegis, Regenerate (×3)
6th Truesight
5th Entwined Roots, Nature's Pathway (At Will)
4th Life-Draining Roots, Unfettered Movement
1st Flourishing Flora (×3), Heal (×3)
Cantrips (8th) Detect Magic, Read Aura
WORKS WELL WITH
SniperLAND / VERTICALA Sniper attacks enemies slowed by Embed and forced to reposition by Green Caress, converting area control into ranged kills.
CrasherLAND / VERTICALA Crasher pushes scattered enemies into the Anvil's massive Green Caress zone, compounding area-denial pressure.
FlankerLAND / VERTICALA Flanker exploits off-guard from creatures debilitated by Absorb Magic and slowed by Embed.
MenderLAND / VERTICALA Mender sustains the Anvil through its vulnerabilities while the Aura of Absorption shields both from afflictions.
PUNISHES
✖ clumping✖ standing still✖ buff reliance✖ disease
Works well with · Punishes · Pairing advice
Unlock with Tactics
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