NG Large Plant
Senses Perception +11; low-light vision
Languages Arboreal, Common, Sylvan
Skills Athletics +13, Stealth +9 (+14 in forests)
Str +5, Dex +1, Con +3, Int +1, Wis +3, Cha +1
Items large bark shield (Hardness 3, Hit Points 20, BT 10), stone longsword
AC 20 (22 with shield raised); Fort +13, Ref +9, Will +11
HP 75; Weaknesses axe vulnerability, fire 10; Resistances bludgeoning 5, piercing 5
Axe Vulnerability An arboreal warden takes 5 additional damage from axes.
Attack of Opportunity
Speed 25 feet
Melee stone longsword +13 (reach 10 feet), Damage 1d8+10 bludgeoning
Melee shield bash +13, Damage 1d6+10 bludgeoning
Shield Push The arboreal warden Strides and then makes a shield bash Strike. If the attack hits, the target is pushed 10 feet.
Arboreal wardens are the rangers of arboreal society. These itinerant folk have an innate curiosity about the woodlands in which they dwell, and rarely stop to take root and rest in the same part of the forest twice. This wanderlust makes wardens ideal forest patrollers and scouts. While they are robust combatants, they know better than to confront dangerous foes on their own. Instead, they report any dangers to arboreal regents. In rare cases, large groups of arboreal wardens congregate to form a copse. Copses travel beyond the boundaries of a forest to investigate the hinterlands and gather intelligence on potential threats before returning to report their findings. Arboreal wardens do not pretend to understand to other creatures' motives—like most forces of the natural world, they are ambivalent about mortal affairs that do not involve their forest.