# Green Guardian >[!rimg]+ > ![[Placeholder2.png]] > > [!debug]+1 > >slam: 1d8 (×2) > >Melee/Ranged: +8/+6 > >Secondary: +3/+1 > >Multiattack: +6/+4 > >M/R_PA: +8/+6 > >2nd/PA: +3/+1 > >MA_PA: +6/+4 > >Itterative: 2 > > xDmg:: Str: +3; Str2: +4; StrOH: +1; StrPA: +3; StrPA2H: +4; StrPAOH: +1 > > xDCs:: Str: 18; Dex: 16; Con: 17; Int: 11; Wis: 15; Cha: 19 > > xFeat:: 2/5 (3) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Green Guardian</div> <div class="CR">CR 7 (3,200 XP)</div> <div class="SOU">Dragon #304</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Huge Plant **Init** +1 **Senses** tremorsense 60 ft.; **Perception** +4 #### defense **AC** 19, 9 touch, 18 flat-footed (+1 Dex, +10 natural, –2 size) **hp** 60 (10d8+20) **Fort** +9, **Refl** +4, **Will** +5 **Feint** 17, **Demoralize** 20 #### offense **Speed** 30 ft. **Melee** slam +8 (1d8+4) **Space** 15 ft., **Reach** 10 ft. **Special Attacks** captivating song, greensickness #### statistics **Str** 16, **Dex** 13, **Con** 15, **Int** 3, **Wis** 10, **Cha** 18 **BAB** +7, **CMB** +12, **CMD** 23, **TA** +8, **RTA** +6 **Feats** [[Alertness]], [[Iron Will]] **Skills** Perception +4, Stealth +10 **Languages** #### special abilities ### Captivating Song (Su) A green guardian’s song has the power to infect the minds of those that hear it, calling them to the green guardian’s side. When a green guardian sings, all creatures aside from other green guardians within a 300-foot spread must succeed on a DC 19 Will saving throw or become captivated. A creature that successfully saves is not subject to the same green guardian’s song for 24 hours. A victim under the effects of the captivating song moves toward the green guardian using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the green guardian simply stands and offers no resistance to the green guardian’s attacks. This effect continues for as long as the green guardian sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based. ### Greensickness (Su) When a green guardian is angry or frightened, it emits a cloud of spores in a 30-foot radius. The spores act as an inhaled poison. ### Poison (Ex) Spores--Inhaled; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. The DC save is Constitution-based.