originally posted by the_peacebringer
Back by popular demand, here’s the Shadow Tree and its resident for you. I’ve changed a few thing, though. The tree is now inert and an actual tree of life.
The Shadow Tree, gray touched tree of life
Large Plant (Augmented)
Hit Dice: 14d8+28 (91 hp)
Initiative: –5
Speed: 0 ft.
Armor Class: 14 (–1 size, –5 Dex, +10 natural), touch 4, flat-footed
14
Base Attack/Grapple: +10/—
Attack: —
Full Attack: —
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Aura of protection, bonus spells, gray traits, low-light
vision, plant traits, regrowth, turnable, unnatural aura
Saves: Fort +11, Ref —, Will +4
Abilities: Str —, Dex —, Con 16, Int —, Wis 11, Cha 10
Skills: —
Feats: —
Environment: Baobab grove near Gulg
Organization: Unique
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 15-18 HD (Large); 19-29 HD (Huge); 30-44 HD
(Gargantuan); 45-60 HD (Colossal)
As you enter the dark cave under the ancient baobab tree, you see a small bulky agafari tree. A strange cold emanates from the plant. Its bark, normally a dark blue, now seems to be almost grey and the normally bright green leaves are so pale as to appear almost white. Nevertheless, small plants and mushrooms seem to thrive healthily all around the the great tree.
The main purpose of the Shadow Tree was to preserve the surrounding vegetation. Stolen by Aukash-Pad from the Queens gardens, it now serves as an endless store of life energy for Portynx. Because of a prolong contact with the evil spirit, the tree has become used to the energies of the Gray and is now considered gray touched.
Combat
Aura of Protection (Su): The Shadow Tree still extends a protective aura to nearby vegetation in a 15 foot radius. The aura has two effects; it amplifies arcane spells cast near it as though they were cast in abundant terrain, but it nullifies the effects of a wizard’s defiling radius on plants and living creatures. Each time the tree provides energy for a spell cast by a defiler, it takes one negative level per spell level. In addition, the ground within the radius is able to sustain vegetation, as the rejuvenate spell, growing a carpet of green grass at the very least. The ground is fertile regardless of previous damage by a defiler’s radius. Weather does not harm the tree or any terrain within its protective aura.
Bonus Spells (Su): A cleric or druid who prepares spells within 5 ft. of the tree can cast the following spells as bonus spells: augury, divination, heal, and scrying. The cleric or druid receives only spells he could normally prepare, and the bonus spells last until the next time he prepares spells. Up to four spellcasters can receive this benefit each day.
Gray Traits: The Shadow Tree is immune to all negative energy attacks. It also receives a +4 competence bonus to all saves regarding paralysis, stunning, disease, death effects and any necromantic effect.
Regrowth (Ex): Every hour, the tree heals 15 hit points and negative levels. The tree grows back damaged branches, roots, and leaves, fully restoring itself in a week.
Turnable (Ex): Because it is so close to the Gray, the tree can be turned, rebuked, or commanded. It has +4 turn resistance. This has the effect of throwing Portynx out of hiding. He then cannot go back for the turning’s duration.
Unnatural Aura (Su): Both wild and domesticated
animals can sense the unnatural prescience of a the gray touched tree of life at a distance of 300 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within range.
Portynx, human spirit, 10th level defiler, 5th level psion
Medium Humanoid (Augmented humanoid, Incorporeal)
Hit Dice: 15d12 (178 hp)
Initiative: +2
Speed: Fly 30 ft. (perfect)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple: +7/+8
Attack: Corrupting touch +9 melee (1d6 plus 1d4 constitution drain)
Full Attack: Corrupting touch +9/+4 melee (1d6 plus 1d4 constitution drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution drain, corrupting touch, manifestation
Special Qualities: Addiction to life energy, Darkvision 60 ft., incorporeal traits, rejuvenation, Shadow Tree’s bond, turn resistance +4
Saves: Fort +4, Ref +6 , Will +10
Abilities: Str 13, Dex 14, Con -, Int 18, Wis 9, Cha 13
Skills: Bluff +6, Concentration +18, Decipher script +15, Hide +15, Knowledge (arcana) +22, Knowledge (psionics) +14, Knowledge (ancient history) +14, Listen +14, Psicraft +14, Search +12, Spellcraft +22, Spot +14 Languages: Trade, Gulg, Nibenese (w), Elven.
Feats: Ability focus [draining touch], Efficient raze, Fast raze, Greater psionic endowment, Path sinister, Psionic endowment, Scribe scroll, Silent spell, Still spell
Environment: The Shadow Tree
Organization: Unique
Challenge Rating: 18
Alignment: Lawful evil
Advancement: by character class
From the tree emerges a bald emaciated humanoid dressed in ancient black robes adorned with a array of leather pouches. A bright green and gold aura surrounds his skeletal frame as if he is about to burst with energy. Behind his defiler’s goggle, you feel his cold stare sizing you up. A grin that shows way to many teeth for a human, suddenly lights up his pale face.
Combat
Constitution drain (Su): Portynx’s touch drains 1d4 points of constitution in addition to his corrupting touch ability.
Corrupting touch (Su): When Portynx hits a living target with its incorporeal touch attack, he deals 1d6 points of damage. Against creatures in the Gray, he adds his Strength modifier to attack and damage rolls. Against targets not in the Gray, he adds his Dexterity modifier to attack rolls only.
Addiction to life energy: Portynx has become totally addicted to the life energy of the Shadow Tree. He has become drunk on the energies and is lost to them. In so doing, he is less and less concerned with his on security.
If the tree is attacked, Portynx may try to quit its consumption and protect the tree if he succeeds at a Will check of DC 22 each round or until the tree is reduced to half its hit points. Every round he fights, there is a 5% chance he quits fighting for one round to suck the tree’s energy. He may also be thrown out if the tree is successfully turned.
Shadow Tree’s bond (Ex): His close bond to the Shadow Tree permits Portynx to use the bonus spells the tree gives as if he were a druid or cleric. In addition, he is always considered to be in abundant terrain when spellcasting and casts his spells as if he were one level higher.
Typical Wizard Spells Prepared (caster level 10th): 0―acid splash, detect magic, ghost sounds, touch of fatigue (DC 14); 1st―cause fear (DC 15), protection from good, silent image, shield, ray of enfeeblement; 2nd―acid arrow, blindness/deafness (DC 16), death mark (DC 16), resist energy, summon swarm; 3rd―deep slumber (DC 17), hold person (DC 17), ray of exhaustion (DC 17), zombie berry;4th―animate dead, enervation, globe of invulnerability, summon monster IV; 5th―cerulean hail (DC 19), cloudkill (DC 19).
Psion (Telepath) Powers Known (PP 35; manifester level 5th): 1st―conceal thoughts, inertial armor, mindlink, mind thrust(DC 15), psionic charm (DC 15); 2nd―brain lock (DC 16), id insinuation (DC 16), psionic suggestion (DC 16), thought shield; 3rd―crisis of breath (DC 17), false sensory input (DC 17).
Possessions: bone dagger, spellbook.