Green Jack
| Statistic | Value |
|---|---|
| Size/Type | Medium Plant |
| Hit Dice | 3d8+3 (16 hp) |
| Initiative | +2 |
| Speed | 30 ft. (6 squares) |
| Armor Class | 19 (+2 Dex, +7 natural), touch 12, flat-footed 17 |
| Base Attack/Grapple | +2/+3 |
| Attack | Slam +3 melee (1d4+1) |
| Full Attack | 2 slams +3 melee (1d4+1) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Spell-like abilities |
| Special Qualities | Damage reduction 5/slashing, darkvision 60 ft., plant traits, vulnerable to fire, tree companion, wild empathy, woodland stride |
| Saves | Fort +5, Ref +3, Will +4 |
| Abilities | Str 13, Dex 15, Con 12, Int 10, Wis 16, Cha 14 |
| Skills | Climb +2, Hide +8*, Knowledge (nature) +9, Listen +6, Move Silently +7*, Spot +6, Swim +5 |
| Feats | Alertness, Endurance |
| Environment | Temperate forests |
| Organization | Solitary |
| Challenge Rating | 2 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 4–12 HD (Medium) |
| Level Adjustment | ― |
Description
A man-like creature rises from the undergrowth, its body covered in a dense cloak of plant leaves. The exposed flesh on its face is a light brown hue, and it has brown, unblinking eyes.
The green jack, or jack of the green, is a primitive spirit of nature with the physical form of a man. It is cloaked with a flesh of oak leaves and has a body made entirely of wood. The green jack dwells alone in the forest, where the trees and other growths are its ward. A single oak among these trees is magically linked to the green jack, and the two share a special bond.
Green jacks speak Common and Sylvan. They rarely seeks company, although they may occasionally associate with elves, druids, rangers, and other guardians of nature.
Combat
The green jack is a reclusive creature that has little desire for combat. He will, however, fight relentlessly to defend his natural ward. He uses his spells and special abilities to confuse or lead astray his foe, only resorting to personal combat when all else has failed.
Spell-Like Abilities: At will―hide from animal (DC 13), speak with plants; 3/day―entangle (DC 13), goodberry, warp wood (DC 14); 1/day―plant growth (DC 15), tree shape. Caster level 6th. The save DCs are Charisma-based.
Tree Companion (Su): A green jack is magically linked to a single oak tree. As long as he remains within 100 feet of this tree, he gains fast healing 2. But he is dealt half of all damage inflicted against this same tree, regardless of his current location.
Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that a green jack has a +4 racial bonus on the check.
Woodland Stride (Ex): A green jack may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Skills: Green jacks are naturally buoyant and it has a +4 racial bonus on any Swim check to stay afloat. He also has a +4 racial bonus on Hide, Knowledge (nature) and Move Silently checks. *In areas of heavy undergrowth, the Hide bonus increases to +12.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, green jacks also gain the following special benefits.
- The caster level of the spell-like abilities is equal to the number of Hit Dice, or 6th level, whichever is greater.
- 4–6 HD ― Add 1/day―tree stride to spell-like abilities.
- 5+ HD ― Add 1/day―wood shape to spell-like abilities.
- 6–11 HD ― Natural armor improves to +8.
- 7–9 HD ― Use tree shape, tree stride and wood shape 3/day.
- 8+ HD ― Add 1/day―plant growth to spell-like abilities.
- 9+ HD ― Add 1/day―command plants to spell-like abilities.
- 10+ HD ― Use tree shape, tree stride and wood shape at will.
- 11+ HD ― Add 1/day―wall of thorns to spell-like abilities.
- 12 HD ― Natural armor improves to +9.