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The Green Scyther
A large, vaguely anthropomorphic figure clad in lose tattered robes of grey and green fabric, wielding a big, misshapen scythe.
CR 21; XP 409,600
N Large Outsider
Init +10; Senses darkvision 120 ft., greensight 600 ft., sense breach; Perception +38
Defense
AC 37, touch 21, flat-footed 30 (+6 armor, +5 deflection, +6 Dex, +1 dodge, +10 natural, –1 size)
hp 420 (24d10+288); verdant rejuvenation
Fort +25, Ref +16, Will +23
Defensive Abilities evasion, robes of green and grey; DR 15/epic; Immune ability damage, ability drain, aging, death effects, disease, energy drain, paralysis, petrification, poison, polymorph
Offense
Speed fly 30 ft. (good)
Melee twisted scythe +38/+33/+28/+23 (2d6+20/19–20/×4 plus 2d6 bleed), or 2 slams +33 (1d8+10)
Ranged thunder slash +29 touch (20d6 sonic plus stagger)
Space 10 ft.; Reach 10 ft.
Special Attacks thunder slash, whirlwind dash
Spell-Like Abilities (CL 20th; concentration +25)
Constant—comprehend languages
Statistics
Str 30, Dex 22, Con 32, Int 19, Wis 25, Cha 21
Base Atk +24; CMB +35 (+39 trip); CMD 51 (can't be tripped)
Feats Alertness, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Greater Trip, Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Toughness
Skills Fly +35, Intimidate +29, Knowledge (arcana) +31, Knowledge (dungeoneering) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +38, Sense Motive +38, Stealth +29
Language comprehend languages; doesn't speak
Ecology
Environment temperate plains (the Vast Green)
Organization solitary (unique)
Treasure standard
Special Abilities
Robes Of Green And Grey (Su) The Green Scyther covers oneself with tattered robes that seem to be extension of his essence. They act as a +5 padded armor that also grants +5 deflection bonus to AC, and provide evasion defensive ability. Robes of green and grey crumble to dust and straw when The Green Scyther is destroyed.
Sense Breach (Su) While on the Vast Green, The Green Scyther can sense direction and distance toward the nearest planar gate, breach, rift or similar anomaly.
Thunder Slash (Su) The Green Scyther can slash at the air itself with his twisted scythe as a standard action to produce a thunderclap targeting single creature within 60 feet. On a successful ranged touch attack, thunder slash inflicts 20d6 points of sonic damage and staggers the target for 1 round. A successful Fortitude saving throw (DC 32) negates the staggered condition. The saving throw DC is Strength-based.
Twisted Scythe (Su) The Green Scyther wields a mighty scythe that twists and adapts its exact form from turn to turn. It's a Large-sized +5 ghost touch keen phase locking planar vorpal scythe that inflicts additional 2d6 points of bleed damage that stack with each hit. If the weapon is destroyed or taken away from him, The Green Scyther can form a new one with a move action. Twisted scythe crumbles to dust and rust when The Green Scyther is destroyed, or the weapon is taken away from him.
Verdant Rejuvenation (Ex) The Green Scyther has fast healing 10 in areas of light or no vegetation. This fast healing increases to 20 in dense vegetation, and to 30 while in the Vast Green. When The Green Scyther would drop to negative hit points exceeding his Constitution score, his body, his scythe, and his robes crumble into dust, straw, and rust, and he reforms somewhere on the Vast Green within 10d100 days. He also frees oneself from binding, imprisonment, temporal stasis and similar effects within 10d100 days. No known method of suppressing verdant rejuvenation was discovered yet.
Whirlwind Dash (Ex) The Green Scyther can move up to twice its speed without provoking attacks of opportunity as a full round action while making a single attack against each creature that came within his reach during the movement. This wild slashing also cuts down any grass, bushes, and roots within 10 feet of his path, removing vegetation-based difficult terrain.
The Green Scyther is an enigmatic and unique entity, and a denizen, or perhaps a prisoner of the demiplane known as the Vast Green. He roams the endless grasslands of that world, flying just over the tall grasses as if looking for something. A few who managed to initiate telepathic communication with him, recall vague demands to be freed. Others report him attacking those who happened to stand on his way to interplanar gates they used to enter the plane, or which they were opening to leave.
It's clear that The Green Scyther does not care for others, unless they happen to be in his way, wherever is he trying to get, but little else is known about him. Is he a remnant of a dead god? A spirit trapped in the Vast Green? A spontaneous manifestation of the plane itself, incapable of accepting its unbreakable bonds to his place?