I hope you enjoy the greenspark, and I'll see you again with another monster. Thanks for reading!
The outline of a leaf- and ivy-covered woman is barely visible within this bright green mote of light.
Greenspark CR 3
NG Diminutive fey
Init +3; Senses greensight 60 ft., low-light vision; Perception +9
AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +4 size)
hp 27 (5d6+10)
Fort +3, Ref +7, Will +5
DR 5/cold iron
Speed 10 ft., burrow 10 ft., fly 40 ft. (good)
Melee mwk dagger +10 (1 nonlethal/19–20 plus poison)
Space 1 ft.; Reach 0 ft.
Special Attacks enliven plants, lightbringer, sneak attack +3d6
Spell-Like Abilities (CL 5th; concentration +7)
At will—faerie fire
1/day—plant growth, tree shape, tree stride
Str 1, Dex 17, Con 14, Int 12, Wis 12, Cha 15
Base Atk +2; CMB +1; CMD 7
Feats Dodge, Flyby Attack, Mobility, Weapon Finesse
Skills Diplomacy +10, Escape Artist +10, Fly +17, Knowledge (nature) +17, Perception +9, Perform (wind instruments) +10, Sense Motive +9, Stealth +19; Racial Modifiers +8 Knowledge (nature)
Languages Sylvan; plantspeech
Environment temperate forests
Organization solitary, pair, verdancy (3–16)
Treasure normal (masterwork dagger and other treasure)
Enliven Plants (Su) As a full-round action, a greenspark can merge with a 10-foot radius of living plants or a tree 10 feet tall or less (not including plant creatures) and take rudimentary control of the plant(s). She can create an entangle effect (DC 13 Reflex partial) in a 10-foot-radius around her if she animates grass and other small plants pushing through the ground, or an effect similar to liveoak (but the animated treant gains the young creature template and it cannot move) for a tree. While merged, she takes no damage from melee attacks, but she still takes damage from spells or effects with an area of effect, and she dies if the plant or group of plants she controls is destroyed. Disengaging from a controlled plant is a move action for the greenspark. The save DC is Charisma-based.
Lightbringer (Su) A greenspark can create a daylight effect for 5 hours at the cost of her life. Eight or more greensparks can create the equivalent of the sunburst spell and create daylight for 24 hours at the cost of their lives.
Luminous (Su) A greenspark sheds light equal to that provided by a torch. The light is always green in color, but the greenspark usually sets it to a brilliant emerald color. As a swift action, she can extinguish the light.
Plantspeech (Ex) A greenspark has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet her with an attitude of friendly or helpful.
Poison (Ex) Poison Oak: Injury—dagger; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d4 Dex damage and victim is sickened until Dex damage is healed; cure 1 save.
Greensparks are ardent defenders of their forest homes and pack considerable power in their deceptively tiny frames. Similar to dryads, greensparks are all female (or, rather, those who have encountered them report this fact, and no one has provided evidence of male greensparks). The fey are not bound to the forest like their dryad sisters, but they remain there out of a profound sense of duty. They are generally friendly to visitors to the forest and light the way for lost travelers. However, those who harm the plants or other forest denizens receive the greensparks’ ire, first in the form of nettling dagger attacks. The poison oak oil covering the greensparks’ daggers is fast acting and causes severe and distractive itching. If that tactic fails, greensparks merge with plants to hold trespassers in place or pummel trespassers with animated trees. Against unnatural foes, greensparks sacrifice themselves, usually in a large enough group to generate a sunburst effect, to preserve the forest.