Deadly Gardens DR 10/slashing; Immune electricity, plant traits tree, losing all movement modes and abilities relying on physical movement (requiring break enchantment or a more powerful effect to reverse) Immediately, and every 24 hours afterward, the victim must attempt a DC 21 Will save or become a mindless plant (requiring wish or miracle to reverse) The save DCs are Constitution-based Rise of Trees (Su) A grovemaker can establish rudimentary control trees within 150 feet As a standard action, it can command trees to force their roots out of the ground, creating difficult terrain in the area for 1d6 rounds Alternatively as a standard action, it can call on two trees within range to make slam attacks using the same attack and damage rolls as the grovemaker Springing up in dying forests, or placed there by powerful treants, grovemakers repopulate their homes with replacements drawn from humanoids, usually those who originated the destruction Grovemakers resemble trees in their native biomes, but they always produce flowers (or colorful cones in primarily coniferous forests) They use their alluring pollen to draw in potential humanoid victims When victims arrive, the creatures assess them for their destructive capabilities and desires Grovemakers err on the side of caution if they are uncertain about a visitor’s truthfulness They attack perceived and actual threats, preferring to use their vines to convert hostile creatures into replacement trees, but possessing the capability to destroy resistant creatures physically Grovemakers stand 12 feet tall, have 1-footdiameter trunks, and can live for 200 years OFFENSE Speed 30 ft Melee slam +17 (3d6+7/19–20), vines +18 (2d6+7 plus arboreal conversion plus grab) Space 10 ft.; Reach 10 ft (15 ft with vines) Special Attacks alluring scent, rise of trees Spell-Like Abilities (CL 15th; concentration +17) Constant—speak with plants STATISTICS Str 25, Dex 8, Con 19, Int 11, Wis 18, Cha 14 Base Atk +11; CMB +19 (+21 bull rush, +23 grapple); CMD 28 (30 vs bull rush) Feats Alertness, Bull Rush StrikeAPG, Cleave, Improved Bull Rush, Improved Critical (slam), Intimidating Prowess, Power Attack, Weapon Focus (vine) Skills Intimidate +19, Knowledge (nature) +10, Perception +14 (+22 in forests), Sense Motive +13 (+21 in forests), Stealth -5 (+11 in forests); Racial Modifiers +8 Perception in forests, +8 Sense Motive in forests, +16 Stealth in forests Languages Common, Sylvan ECOLOGY Environment any forest Organization solitary, pair, or grove (3–6) Treasure incidental SPECIAL ABILITIES Alluring Scent (Ex) A grovemaker can release an invisible cloud of pollen as a standard action All creatures in a 150–foot radius are fascinated for 2d4 rounds A DC 19 Will save negates the effect A fascinated creature will move equal to their speed directly towards the grovemaker This will not cause the fascinated creature to move into any obvious dangers The save DC is Charisma–based Arboreal Conversion (Ex) A creature taking damage from a grovemaker’s vine attack becomes infested with a sticky sap, unless it succeeds at a DC 21 Reflex save On a failed save, the victim must succeed at a DC 21 Fortitude save each round or take 1d6 points of Dexterity damage as it becomes more treelike A victim taking damage in this way gains the benefits of barkskin, as per the spell (CL equals grovemaker’s HD) A spell or effect that specifically damages plants ends this effect, as does a fire-based attack that deals at least 10 points of damage to the victim A victim reduced to Dexterity physically becomes a 53