This squat fey creature's brownish-green skin is as tough as tree bark. He has unkempt green hair, pale green eyes, and bulbous nose.
XP 800 DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural, +1 size) OFFENSE
Speed 20 ft., climb 30 ft. STATISTICS
Str 12, Dex 13, Con 14, Int 11, Wis 15, Cha 14 SPECIAL ABILITIES
Shillelagh (Su)Any oaken club or staff wielded by an oakman automatically gains the benefits of the shillelagh spell (caster level 5th). The oakman does not have to cast this spell to get the benefit; its effects are automatic as long as the club or staff is in the oakman's hands. (This benefit is already included in the statistics block above.) In anyone else's hands, the oaken club or staff functions as a normal weapon of whatever type it is. Moss (Ex)Using his unique knowledge of plants and herbal mixtures, an oakman can concoct unusual cakes from tree moss. A typical oakman has 1d6 moss cakes of random type on his person. These moss cakes have a variety of effects and must be eaten by the target creature to take effect. Saves (where applicable) have a DC of 15.
Tree Dependent (Su)An oakman is mystically bonded to a single, enormous tree and must never stray more than a mile from it. An oakman who moves more than a mile from his bonded tree immediately becomes sickened. Every hour thereafter, he must make a DC 15 Fortitude save to resist becoming nauseated for an hour. An oakman that is out of range of his bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows--eventually, this separation kills the oakman. An oakman cannot forge a new bond with a new tree; if his tree is destroyed, he will eventually sicken and die. Tree Stride (Su)At will, an oakman can create an effect identical to that of the tree stride spell (caster level 5th). Oakmen can only travel through oak trees. This ability can be negated or dispelled, but the oakman can restart it on its next turn. |