Onyx the Earthrich - Scion of Alarant - an Earthroot -
Religion DC 40
one of three
Every 120 degrees around the world.
Onyx is the Western Earthroot - Black Ironwood
DC 45
Emberwood is the Central Earthroot - Blazing Redwood - Elven Lands - guard - Selunae - diamond knight
DC 50
Crystax is the Eastern Earthroot - Crystal Fir - Giant Lands - Hidden Vale
Each tree is guarded by a fey creature that will do its best not to protect the outer tree, but the tree's seed inside.
Onyx - Messirit the Korred
Korred; CR: 11; XP: 12,800; Korred druid level 7, Align: CN; Small fey
Init: +7; Senses: low-light vision; Perception +14
DEFENSE: AC: 24; TAC: 15; FFAC: 20; HD: 6d6+12+7d8+14+7+10; HP: 99; Saves: For: +9, Ref: +10, Will: +13; SR: 15; DR: 5/cold iron
OFFENSE: Speed: 30 ft.; Melee: +1 wooden club +14/+9 (1d4+7); Ranged: rock +13/+8 (1d6+4)
Special Attacks: animated hair, stunning laugh, rock throwing (100 ft.), wild shape 2/day
Spell-Like Abilities: (CL 6th; concentration +7)
At will - animate rope, shatter (DC 13), stone shape
1/day - stone tell
Domain Spell-like Abilities: (CL 7th, concentration +10)
6/day - wooden fist
7rds/day - bramble armor
Druid Spells Prepared: (CL 7th, concentration +10)
4th - 1+1- command plantsD (DC 17), flame strike (DC 17)
3rd - 3+1 - call lightning (DC 16), cure moderate wounds, plant growthD, protection from energy
2nd - 4+1 - animal messenger, barkskinD, bear's endurance, bull's strength, resist energy,
1st - 5+1 - cure light wounds, endure elements, entangleD(DC 14), magic fang, obscuring mist, speak with animals
0 (at will) - 4 - light, mending, purify food and drink, read magic
D = Domain Spell, Domain: Plant
Statistics: Str: 19; Dex: 17; Con: 14; Int: 12; Wis: 16; Cha: 13; BAB: +8/+3; CMB: +6; CMD: 20
Feats: Combat Casting, Dodge, Improved Initiative, Mobility, Natural Spell, Skill Focus (Perception), Toughness
Skills: Climb (S) +8,Acrobatics (D) +17, Bluff (Ch) +17, Craft (rope) (I) +13, Craft (sculpture) (I) +14, Fly (D) +7, Handle Animal (Ch) +5, Heal (W) +4, Knowledge (geography) (I*) +4, Knowledge (nature) (I) +6, Perception (W) +27, Perform (dance) (Ch) +11, Stealth (D) +23, Spellcraft (I*) +5, Survival (W) +8
Languages: Common, Sylvan
Special Qualities: stone stride, Druid - nature bond (plant), nature sense, orisons, wild empathy +8, woodland stride, trackless step, resist nature's lure, wild shape (2/day)
Special Abilities:
Animated Hair (Su): A korred's hair is constantly writhing and twitching. As a free action, a korred can cause its long hair to reach out and interfere with adjacent creatures - tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself. The korred can select which adjacent targets are affected by its animated hair. These targets must make a successful DC 16 Reflex save each round to avoid becoming entangled for 1 round. The save DC is Dexterity-based.
Stone Stride (Su): This ability works like tree stride, except it requires loose boulders at least as large as the korred, and only has a range of 30 feet. The korred can use this ability once per round as a standard action.
Stunning Laugh (Su): Three times per day as a standard action, a korred can unleash a strange laugh that stuns all creatures within a 30-foot burst for 1d2 rounds (Fortitude DC 14 negates). This is a sonic, mind-affecting effect. Fey creatures are immune to this ability. The save DC is Charisma-based.
Organization: solitary, pair, or gang (3-6)
Treasure: standard (dust of dryness, potion of haste, potion of shield of faith, wand of cure moderate wounds (8 charges), +1 wooden armor, +1 heavy wooden shield, +1 wooden club, rope, tanglefoot bag (2), holly and mistetoe, silk rope (50 ft.), spell component pouch, shears, gold torc (100gp), 43gp)
"This knobby-kneed, stunted humanoid, has a particularly thick beard and wild mane of hair, hiding most of its body from view."
Emberwood - Salunae
Crystax -