All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Warden of Forests and Meadows



Recall Knowledge - Beast (Arcana, Nature): DC 54
Unspecific Lore: DC 52
Specific Lore: DC 49

Elite | Normal | Weak
Proficiency without Level

Warden of Forests and MeadowsCreature 22

Unique Gargantuan Beast Wood 
Source Howl of the Wild pg. 205 2.0
Perception +36; greater darkvision, scent (imprecise) 1 mile
Languages voice of nature
Skills Acrobatics +40 ((+44 to Escape)), Deception +44, Diplomacy +40, Intimidation +42, Nature +36, Society +39, Stealth +42, Survival +36, Thievery +40
Str +7, Dex +10, Con +8, Int +11, Wis +8, Cha +12
Voice of Nature
Warden's Crown
AC 48; Fort +34, Ref +42, Will +36; +1 to all saves vs. primal
HP 435
Wild Trickery [reaction] (mental, primal) Trigger An enemy within 60 feet targets the warden with an attack, spell, or other ability; Effect The triggering creature must attempt a DC 45 Will save. If it fails, the warden redirects the ability to target a different creature in range with a burst of mental laughter; this has no effect if there are no other eligible targets. The triggering creature is then temporarily immune for 24 hours unless it critically failed.
Speed 60 feet, climb 30 feet; forest passage
Melee [one-action] jaws +38 [+33/+28] (finesse, magical, reach 15 feet), Damage 4d10+15 piercingMelee [one-action] horned crown +40 [+35/+30] (finesse, magical, reach 10 feet), Damage 4d8+15 piercing plus 2d6 persistent poisonMelee [one-action] claw +40 [+36/+32] (agile, finesse, magical, reach 15 feet), Damage 4d6+15 slashingRanged [one-action] fox's laughter +40 [+35/+30] (magical, range 120 feet), Damage 4d10 sonic plus 3d6 mentalPrimal Innate Spells DC 45, attack +41; 10th manifestation, petal storm; 4th translocate (at will); Cantrips (10th) figment, light; Constant (7th) truespeech, veil of privacy
Change Shape [one-action] (concentrate, polymorph, primal) The warden transforms his size to Tiny, Small, Medium, or Huge (changing his reach to 0 feet for Tiny, 5 feet for Medium or Large, and 10 feet for Huge). The warden retains his shape but can change his color to any seasonal array.Forest Passage The Warden of Forests and Meadows ignores difficult terrain and greater difficult terrain from non-magical foliage.Fox's Wager [one-action] (concentrate, mental, primal) The warden grants a boon to a willing creature he can see other than himself, requesting that the creature promise to use the granted power to destroy or undermine the creations of civilization. The target gains a +1 status bonus to attack rolls and a +5 status bonus to damage against constructs, objects, and structures constructed by humanoids. It also gains a +2 status bonus to Stealth checks against humanoids. The warden can have only one wager granted at a time. The wager ends if the target is captured or dies.Idyllic Panorama [one-action] (concentrate, primal) Frequency once per hour; Effect The warden creates an area of peaceful calm. This is identical to a 5th-rank mirage depicting a peaceful meadow or forest, except the area is a 200-foot burst. While within the area of an Idyllic Panorama, the warden has significant control over the senses of creatures within the area and can cast mislead and 2nd-rank silence at will.Magical Pounce [one-action] The warden Strides up to his Speed, Leaps up to his Speed, or casts translocate; at the end of that movement, the warden Strikes. If the warden began this action hidden, he remains hidden until after this ability's Strike.Sneak Attack The warden deals an add itional 3d6 precision damage to off-guard creatures.

All Monsters in "Wardens of the Wild"

NameLevel
Warden of Caverns and Burrows22
Warden of Forests and Meadows22
Warden of Ocean and Rivers22
Warden of Peaks and Skies22

Wardens of the Wild

Source Howl of the Wild pg. 203 2.0
Nethys Note: No description was provided for this group of creatures. All Wardens of the Wild share the following two abilities:

Voice of Nature Though the Wardens of the Wild do not speak in words, they can communicate complex concepts flawlessly and wordlessly with any animal, beast, plant, or other creature of the natural world through prolonged eye contact. Sapient creatures with strong ties to the natural world, such as animal instinct barbarians or druids who speak the Wildsong, can somewhat understand a Warden of the Wild, though the meaning can be vague.

Warden's Crown A Warden of the Wild's horned crown commands respect from wild creatures. Wild creatures native to a warden's biome automatically improve their attitude toward it by one step (up to friendly) and typically do not take hostile actions towards each other while in the warden's presence.