Green Warder (CR 4)
Alignment: Usually chaotic good
Initiative: +0; Senses: low-light vision
Languages: Elvish and at least a few words of Common
AC: 16 (+6 natural), touch 10, flat-footed 16
Hit Dice: 4d8+11 (29 hp)
Fort +6, Ref +1, Will +4
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: 2 claws 5 melee
Full Attack: 2 claws 5 melee
Damage: Claw 1d4+2
Special Attacks/Actions: Spell-like abilities
Abilities: Str 15, Dex 10, Con 14, Int 7, Wis 16, Cha 11
Special Qualities: Plant, spell-like abilities
Feats: Stealthy; Toughness
Skills: Hide +4, Move Silently +5, and Survival +5
Advancement: 5-6 HD (Medium-size)
Climate/Terrain: Temperate forest and underground
Organization: Solitary, stand (2), or grove (8)
Sleep (Sp): Every 1d3 rounds, a green warder may create a sleep effect like the spell as cast by a 4th-level sorcerer, requiring a Will save (DC 11). Any being who successfully saves against a green warder's sleep ability gains a cumulative +2 bonus on saves against that ability for the next 24 hours.
Confusion (Sp): Every 1d6 rounds, a green warder may generate a confusion effect similar to the spell as cast by an 8th-level sorcerer (DC 14). Any being who successfully saves against a green warder's confusion ability gains a cumulative +2 bonus on saves against that ability for the next 24 hours.
Alarm (Sp): Twice per day, in a natural setting such as a forest or underground, as a full-round action, a green warder may set up an alarm area similar to the spell as cast by a 3rd-level sorcerer. The alarm sound is audible, not mental, and sounds like a long, mournful bird call instead of a bell.
Skills: A green warder acquires skills as would a fey creature of the same number of Hit Dice. Green warders gain a +12 racial bonus on Hide checks while in a forest.
Feats: A green warder acquires feats as would a fey creature of the same number of Hit Dice.
Green warders attempt to avoid combat, using their abilities to raise alarms for other defenders while confusing intruders and causing them to sleep. If trapped, they will defend themselves with their sharp-edged arms, but will flee at the first opportunity. Under normal circumstances they will not harm sleeping foes or attack confused creatures. Firm orders from a master who wanted a warder to kill a helpless foe might convince one to vary from its usual programming, but most warders are too placid to take such orders seriously, leaving blood-shed for other creatures.