The Lord of the forest

*A long crimson cloak drapes over the form of this large faceless being, which floats just above the ground on footless legs as its menacing flail crackles with blue currents of electricity.*

## The lord of the forest CR 26

**Source** *Pathfinder #64: Beyond the Doomsday Door pg. 84**(Amazon)*

**XP** 51,200

Male unique End’s Voice

CE Colossal outsider (chaotic, extraplanar, evil)

**Init** +7; **Senses** darkvision 60 ft., trueseeing; Perception +21

### Defense

**AC** 31, touch 15, flat-footed 27 (+3 Dex, +1 dodge, +2 insight, +16 natural, –1 size; never surprised or flat-footed)

**hp** 225 (18d10+126); fast healing 5

**Fort** +18, **Ref** +11, **Will** +19

**DR** 20/law and magic; **Immune** confusion, insanity, electricity, plant traits; **Resist** acid 30, cold 30, fire 30; **SR** 26

### Offense

**Speed** 40 ft., fly 40 ft. (average)

**Melee** *+6 shock heavy flail*+23/+18/+13/+8 (2d8+7/17–20 plus 1d6 electricity and maddening strike), earth whip +26/+21/+16 (10d6+20/19–20 bludgeoning, piercing or slashing plus hex), leaf whip +26/+21/+16 (20d6+30/19–20 slashing plus hex)

**Ranged** earth blast +36 (10d6+30/19–20 bludgeoning, piercing or slashing plus hex), leaf blast +36 (20d6+40/19–20 slashing plus hex)

**Space** 15 ft., **Reach** 15 ft. (20 ft. with earth whip or leaf whip)

**Special Attacks** destructive aura, infusions (bowling infusion, deadly earth, entangling infusion, extended range, fragmentation, grappling infusion, impale, kinetic whip, mobile blast, pushing infusion, snake, wall), mythic power (10/day, +1d12), terrakinesis, witch of the fey

**Spell-Like Abilities** (CL 18th; concentration +24)

Constant—*foresight*(self only), *true seeing*(self only)

At will—*arcane eye*, quickened *bleed*(DC 16), *hideous laughter*(DC 18), *knock*, *magic missile*, *shatter*(DC 18), *telepathic bond*, *touch of idiocy*, *true strike, transport via plants*

5/day—*confusion*(DC 20), *contact other plane*(see below), *feeblemind*(DC 21), *greater teleport*(self plus 50 lbs. of objects only), *mind fog*(DC 21), *nightmare*(DC 21), *phantasmal killer*(DC 21)

1/day—*break enchantment*, *disintegrate*(DC 22), *harm*(DC 22), *insanity*(DC 23), *mage’s disjunction*(DC 25), *mass invisibility*, *moment of prescience*, *power word kill*, *weird*(DC 25)

**Spells Known** (CL 19th; concentration +25)

**9th (4/day)**—*shambler*

**8th (6/day)**—*control plants*

**7th (6/day)**—*animate plants*

**6th (7/day)**—*repel wood*

**5th (7/day)**—*wall of thorns*

**4th (7/day)**—*command plants*

**3rd (7/day)**—*plant growth*

**2nd (8/day)**—*barkskin*

1**st (8/day)**—*entangle*

### Statistics

**Str** 38, **Dex** 37, **Con** 34, **Int** 37, **Wis** 36, **Cha** 32

**Base Atk** +18; **CMB** +23 (+25 sunder); **CMD** 39 (41 vs. sunder, can’t be tripped)

**Feats** Combat Casting, Combat Expertise, Dodge, Improved Critical (heavy flail), Improved Initiative, Improved Iron Will, Improved Sunder, Iron Will, Weapon Focus (heavy flail, kinetic blast), Improved Critical (kinetic blast)

**Skills** Disable Device +18, Fly +16, Intimidate +24, Knowledge (geography) +18, Knowledge (history) +21, Knowledge (religion) +21, Perception +21, Sense Motive +21, Spellcraft +18, Stealth +17, Use Magic Device +24; **Racial Modifiers** +4 Acrobatics when jumping

**Languages** Aklo, Ancient Osiriani, Azlanti, Common, Cyclops, Draconic, Orvian; telepathy 100 ft.

**SQ** madness, no breath

### Ecology

**Environment** any forest

**Organization** solitary

**Treasure** standard (Large *+6 shock heavy flail*, other treasure)

### Special Abilities

**Adaptable Life Force (Su)** Any effect that heals living creatures and harms undead or heals undead and harms living creatures (such as cure spells, inflict spells, and channeled energy) always heals the herald, even if the source of the power intended to harm it.

**Contact Other Plane (Sp)** This ability functions as the spell *contact other plane*, but the herald can only ask questions on the behalf of another creature, the questioner (not the herald) must make the Intelligence check (if any) to avoid losing Intelligence or Charisma, and the loss is permanent rather than temporary.

**Destructive Aura (Su)**As a swift action, the herald can emit a 30-foot aura of destruction for 15 rounds per day. All attacks made against targets in this aura (including the herald) gain a +7 morale bonus on damage rolls, and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

**Maddening Strike (Su)** If the herald successfully hits a creature with its flail, as a swift action it may force the opponent to make a DC 25 Will save. If the creature fails its save, it is confused for 1 round. The save DC is Charisma-based.

**Madness (Ex)** The herald uses its Charisma modifier on Will saves instead of its Wisdom modifier and is immune to insanity and confusion effects. Only a *miracle*or *wish*can remove its madness. If this occurs, the herald gains 6 points of Wisdom and loses 6 points of Charisma; it automatically reverts to its insane state 1d10 minutes later.

**Telepathic Bond (Sp)** This ability functions like *telepathic bond*, except any creature linked to the herald’s disturbing thoughts takes 1 point of Wisdom damage every 10 minutes.

**Infusions** the herald has access to the listed kineticist form and substance infusions , which he can apply to any of the blasts granted by his terrakinesis ability without needing to accept burn. This applies to only the base burn cost; the herald can't pay additional burn to gain a greater effect with infusions such as pushing infusion.

**Terrakinesis (Sp, Su)** The herald has access to a variety of earth wild talents as if he were a 20th-level kineticist, but he manifests them in a visual blend of earth and plant matter. As a being associated with earth and plants, she can perform the earth blast, as well as a special composite blast of the earth element called leaf blast, at no burn cost. A glaistig's leaf blast is a physical composite blast that deals slashing damage. The herald can apply the infusions of deadly earth, entangling infusion, impale and pushing infusion, as well as any of the herald's universal infusions, to his leaf blast. The glaistig also gains infusions and utility talents listed under her other special abilities, but doesn't gain any other abilities of a 20th-level kineticist.

**Witch of the Fey (Su)** The herald can use the blight, disguise, fortune and misfortune minor hexes, the agony and retribution major hexes and the natural disaster grand hex as if he were a 20th-level witch ; this ability counts as the hex class feature for the purposes of qualifying for feats. The save DC for this ability is Charisma-based. On a successful melee attack, the herald can affect her target with either his agony, misfortune or retribution hex as an additional effect. When he uses his earth blast or leaf blast, he can choose one of these hexes to affect all creatures damaged by the blast.