Deadly Gardens transmogrification, but those who wish to propagate their species instead create a swarm of spores bridging a gap between life and death These spores become incorporeal and spawn other spores from their victims, but the spores are still alive and damaged by negative energy While the swarm has a hive-like intelligence making it more self-aware than other plants, it hasn’t learned to use its apparent undead state to fool victims into healing it As plant creatures, the spores still react to spells and effects that target plants; these spells and effects bypass the inherent protection provided by their incorporeality The swarm’s strange affliction makes it difficult to effectively complete the task it set out to do, and its spawning of additional swarms is a byproduct of its attempt to attach to a corporeal creature from which it can reseed Unfortunately, even this process results in the death of the host creature Creatures capable of controlling or befriending a ghost spore swarm employ them to destroy incorporeal undead, since the swarm is uniquely equipped to effectively combat them However, as a side effect of this, a swarm which reverts an incorporeal undead creature to a corporeal form and takes root in it produces plants with an unholy bent DEFENSE AC 17, touch 17, flat-footed 14 (+2 deflection, +2 Dex, +1 dodge, +2 size) hp 114 (12d8+60) Fort +13, Ref +6, Will +7 Defensive Abilities incorporeal; Immune plant traits OFFENSE Speed fly 20 ft (good) Melee incorporeal touch +13 (foliating touch) Space 2-1/2 ft.; Reach ft Spell-Like Abilities (CL 12th; concentration +14) Constant—speak with plants 1/day—entangle (DC 14), warp wood (DC 15), plant growth 2/day—transport via plants (self only) STATISTICS Str —, Dex 15, Con 21, Int 10, Wis 17, Cha 15 Base Atk +9; CMB +9; CMD 21 (can’t be tripped) Feats Ability Focus (possess plants), Dodge, Flyby Attack, Hover, Mobility, Spell Focus (transmutation) Skills Fly +10, Knowledge (nature) +16, Perception +14, Survival +11; Racial Modifiers +8 Knowledge (nature) Languages Sylvan SQ possess plants ECOLOGY Environment any forest Organization solitary, pair, or crowd (3–6) Treasure incidental SPECIAL ABILITIES Foliating Touch (Su) A green man can cause vegetation to grow in any corporeal creature it touches Shoots and vines inside the creature cause 2d6 points of damage each round for 1d6 rounds In addition, the target must succeed at a DC 18 Fortitude save each round on its turn or suffer one of the following effects: 1-2 Take 1d2 points of Constitution damage Be blinded as shoots grow out of its eyes.* Be deafened when sprigs grow out of its ears.* Be unable to speak as foliage spills out of its mouth.* Green Man Verdant foliage obscures most of this disembodied visage’s features, leafy shoots sprouting from around its eyes and mouth GREEN MAN XP 4,800 N Tiny plant (incorporeal) Init +2; Senses low-light vision; Perception +14 CR 50