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
XP 800
NG Diminutive fey
Init +3; Senses greensight 60 ft., low-light
vision; Perception +9
DEFENSE
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
OFFENSE
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
STATISTICS
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
SQ luminous
ECOLOGY
Environment
temperate forests
Organization
solitary, pair, verdancy (3–16)
Treasure normal
(masterwork dagger and other treasure)
SPECIAL ABILITIES
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.