Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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 level 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.
Ability
Axe Vulnerability
A green man takes 20 additional damage from axes.
Ability
Critical Failure
As failure, except the creature becomes slowed 2 (or increases the condition value by 2).
Ability
Critical Success
The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 2.
Ability
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 damage upon the thorn's removal.
Ability
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.
Ability
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.
Ability
Green Caress
(aura, incapacitation, plant, primal, transmutation) 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.
Ability
Green Grab
A green man can use their Improved Grab action against a creature of any size.
Ability
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.
Ability
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.
Ability
Plantsense
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.
Ability
Primal Innate Spells
DC 48; 10th heal (×3), primal phenomenon (×3), regenerate (×3), tree stride (at will), true seeing; 9th energy aegis; 8th air walk, freedom of movement; Cantrips (10th) detect magic, read aura
Ability
Rituals
DC 48, green rituals (see below); 8th control weather; 6th awaken animal, commune with nature, primal call; 4th plant growth
Ability
Root In Place [Reaction]
Circumstance: Trigger: A creature within the green man's reach uses a move acti
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.
Ability
Success
The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 1.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
vine +46 [+41/+36] (deadly 3d12, versatile P), Damage 4d10+27 bludgeoning plus absorb magic and Improved Grab
Offense
Ranged
Circumstance: combat round (ranged)
thorn +43 [+38/+33] (fatal d12, range increment 120 feet, reload 0), Damage 4d8+27 piercing plus embed
Trait
Leshy
Leshies are living plants animated by primal magic.
Trait
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
Language
Arboreal
Druidic
green tongue
Sylvan
Perception
darkvision
plantsense 60 feet
Resistance
bludgeoning 20
piercing 20
Weakness
axe vulnerability
fire 20