Green Warder
Medium Plant — CR 4
Green Warder is a D&D 3.5 monster from —. CR 4, HD 4d8+11 (29 hp).
- Hit Dice
- 4d8+11 (29 hp)
- Initiative
- +0
- Speed
- land 20 ft, 20 ft.
- Base Attack / Grapple
- +3/+5
- Attack
- 2 claws 5 melee
- Full Attack
- 2 claws 5 melee
- STR
- 15
- DEX
- 10
- CON
- 14
- INT
- 7
- WIS
- 16
- CHA
- 11
- Fort / Ref / Will
- +6 / +1 / +4
- Challenge Rating
- 4
- Alignment
- Usually chaotic good
- Organization
- Solitary, stand (2), or grove (8)
- Treasure
- None
- Level Adjustment
- +4
Special Abilities
SleepConfusion
Feats
Description
Alarm (Sp): Twice per day, in a natural setting such as a forest or underground, as a full-round action, a green warder may set up an alarm area similar to the spell as cast by a 3rd-level sorcerer. The alarm sound is audible, not mental, and sounds like a long, mournful bird call instead of a bell.
Green warders attempt to avoid combat, using their abilities to raise alarms for other defenders while confusing intruders and causing them to sleep. If trapped, they will defend themselves with their sharp-edged arms, but will flee at the first opportunity. Under normal circumstances they will not harm sleeping foes or attack confused creatures. Firm orders from a master who wanted a warder to kill a helpless foe might convince one to vary from its usual programming, but most warders are too placid to take such orders seriously, leaving blood-shed for other creatures.