You have inspired me to create a new category of creature (they may already exist in D&D in some capacity). Its sentient plant life (in the Feywild) that grows around dead bodies and is extremely toxic to the living.
That sounds really interesting, reminds me of my buddy's idea about a species of extradimensional monsters that are neither plant or animal but have traits of both called the Jahl.
A snow white elf with vibrant eyes, white hair, and green metallic vine-like patterns across it’s skin stands in the tree branches above looking down upon you. The forest stirs at her whisper. Trees lean closer. Wolves pad from the undergrowth with reverence, eyes glinting like coals beneath moonlight. Her words are not commands — they are invitations, woven into wind and heartbeat alike. She speaks, the wolves howl, and the world itself answers.
CR 8 XP 4,800
NG Medium outsider (druidlight, native, good) Init +3; Senses low-light vision, darkvision 60 ft.; Perception +17
Defense
AC 22, touch 13, flat-footed 19 (+3 Dex, +5 armor, +4 natural) hp 88 (8d10+44) Fort +10, Ref +9, Will +14 DR 5/cold iron and magic; Resist acid 10, cold 10, electricity 10 Immune disease, natural poisons SR 18 Defensive Abilities woodland stride, trackless step, grace of the wild (+2 luck to saves in natural terrain)
Offense
Speed 40 ft. Melee +1 scimitar +11/+6 (1d6+4, 18–20) Ranged +1 composite longbow +12/+7 (1d8+3, ×3) Space 5 ft.; Reach 5 ft. Special AttacksChildren of the Wild, scion of light, nature’s harmony, wild empathy +20
Spell-Like Abilities (CL 8th; concentration +15)
Constant — speak with animals, speak with plants
At will — detect magic, detect snares and pits, charm animal, calm animals, faerie fire, longstrider, burning disarm, windy defense
3/day — summon nature’s ally III, call lightning, entangle, heat metal, summon swarm, tree shape
1/day — wall of thorns, dominate animal, tree stride, release the hounds
Spells
Casts as both an 8th-level druid and 8th-level ranger. Caster Level 8th Concentration +15 (Wis +7, class +8)
Druid Spells Prepared (DC 17 + spell level)
4th (2/day) – summon nature’s ally IV, freedom of movement
3rd (3/day) – call lightning, protection from energy, cure serious wounds
2nd (4/day) – barkskin, lesser restoration, soften earth and stone, resist energy
1st (5/day) – entangle, aspect of the nightingale, goodberry, monkey fish, produce flame
0 (at will) – detect magic, mending, purify food and drink, stabilize, create water
Ranger Spells Prepared (DC 15 + spell level)
2nd (2/day) – wind wall, protection from energy
1st (3/day) – magic fang, longstrider, aspect of the falcon
Statistics
Str 14, Dex 16, Con 18, Int 14, Wis 24, Cha 21 Base Atk +8; CMB +10; CMD 25 Feats Point-Blank Shot, Precise Shot, Improved Initiative, Weapon Focus (longbow), Natural Spell Skills Handle Animal +20, Knowledge (nature) +19, Knowledge (planes) +15, Perception +17, Ride +16, Sense Motive +17, Stealth +15, Survival +20, Spellcraft +14 Languages Druidic, Sylvan, Elven, Common, Truespeech SQ animal companion, empathic link, favored terrain (forest +4), grace of the wild
Special Abilities
Children of the Wild (Su): Once per day as a full-round action, the Rayspeaker can call forth the creatures of the surrounding wilderness to her side.
All natural animals within a 1-mile radius hear her voice.
After 1d4 rounds, 2d6 wolves, 2d4 hawks, or 1d4+1 larger beasts (bears, lions, or stags) arrive and treat the Rayspeaker as an ally.
Every 1d3 rounds thereafter, she may call again, summoning 1d4+1 additional creatures of the same or smaller size.
These are true animals, not magical summons — their behavior reflects the natural instincts of their kind.
They understand and can communicate simple concepts from the Rayspeaker (flee, circle, drive off, defend), but are not dominated and will retreat if grievously harmed or terrified.
A Rayspeaker can only have one such gathering active at a time, and these allies disperse naturally when dismissed or after one hour of inactivity.
Scion of Light (Su): The Rayspeaker channels raw lifeforce, healing allies or scorching corruption. 5/day, she can release a pulse that heals living creatures (5d6) and damages undead or aberrant creatures (10d6). She may also infuse this into her arrows, turning ranged volleys into streaks of living sunlight.
Nature’s Harmony (Su): Animals and plants within 30 ft. of the Rayspeaker act as though under calm animals and plant growth. She can suppress or reactivate this aura as a swift action. Within it, allies gain +2 to attack and damage rolls and fast healing 5 while standing on natural ground.
Grace of the Wild (Ex): The Rayspeaker gains a +2 luck bonus on all saving throws in any natural environment and cannot be tracked except by creatures with mythic abilities.
Animal Companion (Ex): As druid, with a chosen animal companion (usually a great wolf or hawk).
Woodland Stride & Trackless Step (Ex): As druid abilities.
Combat
A Rayspeaker always sets up a battlefield before entering combat. She prefers to enter battle surrounded by her animal allies, striking from the periphery with spell or bow, while her beasts harry and control the field. She opens with entangle or soften earth and stone to break formation, then call lightning or windwall to scatter ranged foes or attacks while she remains in the trees.
If threatened directly, she invokes Children of the Wild, and release the hounds, or summon nature's ally, summoning waves of beasts and commanding them with gestures and song, using Nature’s Harmony to bolster and heal them.
When forced into close combat, she rides her wolf or eagle and attacks with graceful precision, attempting to break free and keep her distance with her bow, firing as a mounted archer, only drawing her scimitar as a last resort.
If she takes catastrophic damage, she retreats, the forest itself closing around her — vines tangling, trees shifting, the woods refusing to let her enemies leave. If struck she relies on windy defense to mitigate the majority of the damage, and uses entangle, stone to mud, tree stride and tree shape to escape and hide from enemies.
If pressed or escape will mean the death of her companions or her companions begin to fall, she’ll fight to the death to protect them using all of her magic and repeatedly using Scion of Light to heal her allies and damage her foes simultaneously.
Lore
The Rayspeakers are the voice of the wild, emissaries of the Druidlight Choir who do not command through harshness or authority, but through friendship. They are the soft edge of balance, those who speak for the wolves, the oaks, the hawks, and the rivers.
Where a Druidlight channels divine light, a Rayspeaker channels life itself, the pulse that runs through root, feather, and fur. When one is seen riding a wolf beneath a dawn sky, nature itself rejoices as the forest knows that help is on the way.
A powerfully built being clad head to toe in shimmering white-gold armor of light stands before you. Vine-like Eldritch runes of living golden brilliance pulse beneath glowing metal plates, and wings of sunlight unfurl behind it like banners of the dawn. Its eyes are molten metal, it’s body like a herculean half elf with skin of pure snow, its hair pale as the moon, yet warmth radiates from its presence, a golden serenity that both humbles and uplifts. When it turns its gaze upon you, the world itself seems to pause and take breath, the gaze of a being who has witnessed ages pass and yet still believes in salvation through strength.
XP 307,200
LG outsider (native, good) Init +7; Senses darkvision 60 ft., low-light vision, true seeing; Perception +32
Aura aura of good, radiant aura (30 ft.), aura of justice (10 ft.)
Defense
AC 44, touch 20, flat-footed 37 (+7 Dex, +10 armor, +6 natural, +4 deflection, +7 shield) hp 405 (20d10+220)
Fort +27, Ref +19, Will +24
DR 15/evil; SR 31
Immune disease, fear, charms, compulsions, poison; Resist cold 10, electricity 10, fire 10 Defensive Abilities divine grace, barrier shield, positive energy aura Weaknesses none
Offense
Speed 40 ft., fly 90 ft. (perfect) (wings of light) Melee+6 holy brilliant energy bastard sword +33/+28/+23/+18 (1d10+15, 19–20/×2) Rangedlight wave +26 (20d8 positive energy, 240 ft. line or ranged touch, 120 ft. wave (15 ft wide) or 60 ft. cone) Space 5 ft.; Reach 5 ft.
Special Attacks scion of light (15d6 positive), smite evil 6/day, lightwave, kamikaze, spirit weapon, twinsoul Spell-Like Abilities (CL 20th; DC 24 + spell level)
Constant—speak with plants, detect evil
At will—searing light, holy smite, dimension door, daylight
3/day—flame strike, heal, dispel magic, greater teleport
1/day—sunburst, holy word, mass cure serious wounds
Spells (as 20th-level cleric and paladin; DC 25 + spell level); prepared with both lists Caster Level: 20th (both Cleric and Paladin) Concentration: +29 Save DC: 25 + spell level Domains: Good, Sun, Protection, Glory
Cleric Spells Prepared (8/8/8/8/8/7/7/6/6/6)
0 (at will) — detect magic, light, guidance, stabilize, resistance, create water, purify food and drink, mending 1st (8/day) — bless, divine favor, sanctuary, protection from evil, command, shield of faith, endure elements, comprehend languages 2nd (8/day) — aid, consecrate, lesser restoration, remove paralysis, resist energy, spiritual weapon, delay poison, make whole 3rd (8/day) — daylight, magic circle against evil, searing light, dispel magic, prayer, protection from energy, magic vestment, remove curse 4th (8/day) — holy smite, freedom of movement, restoration, death ward, sending, neutralize poison, dimensional anchor, divination 5th (8/day) — flame strike, righteous might, break enchantment, greater command, raise dead, true seeing, wall of stone, spell resistance 6th (7/day) — heal, blade barrier, word of recall, undeath to death, heroes’ feast, forbearance, greater dispel magic 7th (7/day) — resurrection, greater scrying, holy word, greater restoration, sunbeam, regenerate, refuge 8th (6/day) — mass cure critical wounds, discern location, earthquake, sunburst, shield of law, antimagic field 9th (6/day) — mass heal, gate, miracle, storm of vengeance, true resurrection, implosion
Domain Powers (Good, Sun, Protection, Glory):
Touch of Good (Su): Grant ally +8 sacred bonus on single roll 8/day.
Nimbus of Light (Su): Radiant glow as daylight; doubles vs undead.
Protective Ward (Su): +8 deflection to AC vs one attack 8/day.
Divine Presence (Su): Once/day as standard action, creatures within 30 ft. must Will DC 31 or be paralyzed 1 round and shaken thereafter.
Paladin Spells Prepared (4/4/4/4)
1st (4/day) — bless weapon, divine favor, protection from evil, compel hostility 2nd (4/day) — bull’s strength, resist energy, remove paralysis, lesser restoration 3rd (4/day) — magic circle against evil, daylight, prayer, cure serious wounds 4th (4/day) — holy sword, mark of justice, restoration, death ward
Lay on Hands (Su): 20/day, 10d6 healing or equivalent damage to undead. Smite Evil (Su): 7/day, doubles damage vs undead/outsiders. Mercies Known: fatigue, disease, poison, curse, paralysis, blindness. Aura Powers: Courage, Faith, Righteousness, Justice
Domain Powers (Su/Sp)greater turn undead, sunburst, and protective ward 1/day.
Statistics
Str 26, Dex 24, Con 24, Int 18, Wis 26, Cha 28
Base Atk +20; CMB +28; CMD 48
Feats Cleave, Great Cleave, Improved Critical (bastard sword), Power Attack, Weapon Focus (bastard sword), Toughness, Quick Draw, Critical Focus, Staggering Critical, Leadership, Improved Initiative, Skill Focus (Perception), Weapon Specialization (bastard sword) Skills Bluff +28, Diplomacy +34, Fly +35, Knowledge (planes) +27, Knowledge (religion) +27, Perception +32, Ride +24, Sense Motive +34, Spellcraft +25, Survival +28, Use Magic Device +24; Racial Modifiers +4 Perception, +4 Sense Motive, +4 UMD (with Druidlight artifacts) Languages Celestial, Sylvan, Common, Elven; ghostspeech, truespeech SQ woodland stride, trackless step, wild empathy, twinsoul bond, fearless, master of arms
Ecology
Environment any good-aligned plane or ancient forest Organization solitary, pair, or vanguard (1 Radiant plus 3–8 Lanternbearers [advanced Druidlights]) Treasure standard (+6 spirit weapon, radiant plate and shield)
Special Abilities
Spirit Weapon (Su)
As a move action, a Radiant summons a weapon of pure light treated as a +6 holy brilliant energy weapon of any form they desire; they are always proficient with it. This weapon is an extension of their essence and vanishes if disarmed or dismissed (a free action). All Radiant spirit weapons are considered epic for the purpose of overcoming damage reduction.
Scion of Light (Su)
A Radiant can release a pulse of positive energy as a standard action, healing all allies within 30 ft. for 15d6 hp and simultaneously dealing 15d6 damage to undead and evil outsiders (Ref DC 31 half). Alternatively, they may invert the flow, channeling it as a searing blast of 15d6 damage to all creatures in range (double to undead) and dazzling living foes for 1 round per die of damage.
Radiant Aura (Su)
A 30-ft. emanation of sunlight-bright divine light surrounds the Radiant at all times. Allies gain a +4 sacred bonus on saving throws against fear, charms, and compulsions and are immune to being blinded by light effects. Undead take 5d6 positive energy damage each round they remain within the aura. Activating the aura to full brilliance (as a free action) duplicates holy word once per day.
Lightwave (Su)
As a standard action, the Radiant may project a slice like bolt, beam wave or cone of divine luminescence (ranged touch attack +26, 240 ft. line, 120 ft. wave 3 squares thick, or 60 ft. cone) dealing 20d8 points of positive energy damage (Ref DC 31 half). This raw radiant damage cannot heal but ignores hardness and passes through nonmagical barriers. Undead and creatures vulnerable to sunlight take double damage.
Barrier Shield (Su)
As an immediate action, 20/day, the Radiant can manifest a hemispherical wall of force 10 ft. high and 20 ft. wide in front of the Radiant. The barrier absorbs up to 200 points of damage (hardness 20). While maintained, the Radiant cannot move but may still attack with spells like Flame Strike that do not require a direct path. The barrier dissipates at the start of the Radiant’s next turn or when destroyed. After the radiant is out of charges he may continue to use this ability every 1d3 rounds thereafter. If the Barrier Shield is destroyed, it uses up all the remaining charges and the Radiant must wait 3 rounds before being able to use this ability again and the ability functions as described as if he is out of charges.
Smite Evil (Su) 7/day, swift action. Adds +Cha to attack, + Radiant’s HD to damage vs evil. Bypasses DR; critical hits against evil outsiders or undead are ×3.
Divine Grace (Su) Adds Charisma bonus to all saving throws.
Lay on Hands (Su) Heals self or allies for 10d6 hp as swift action, or damages undead for same amount. 20/day.
Mercies (Su) Lay on Hands also removes fatigue, poison, disease, curse, paralysis, and blindness.
Aura of Courage (Su) Allies within 30 ft. gain +4 morale bonus vs fear; Radiant is immune.
Aura of Faith (Su) Radiant’s weapons and those of allies within 30 ft. count as good for overcoming DR.
Aura of Righteousness (Su) Radiant gains DR 5/evil and immunity to compulsion; allies within 30 ft. gain +4 sacred bonus vs compulsion.
Spontaneous Casting (Ex) May swap prepared spells for cure spells.
Aura of Justice (Su)
All good or neutral allies within 10 ft. gain the Radiant’s Smite Evil bonus to attack and AC for 1 minute. Activating this is a free action that uses two of the Radiant’s daily smite uses.
Twinsoul (Ex)
Each Radiant shares a bond with a powerful creature of light (a good dragon, kirin, or celestial beast). They may telepathically communicate over any distance and can call their Twinsoul as a standard action (appearing within 100 ft.). The Twinsoul acts as a companion with full HD progression and shared saving throws.
Kamikaze (Su)
When a Radiant is deperate, dies or is spirited away, they may choose to detonate in a burst of vibrant light and sunfire treated as the Sunburst spell centered on the Radiant, (Ref DC 31 half). Undead and evil outsiders caught in the blast are automatically blinded and banished if they fail their save by 10 or more, all foes within range of the blast are also affected as if hit by Prismatic Spray. Using this ability is a full round action or an automatic immediate action used upon death or Spirited Away. Once a Radiant uses this ability, regardless of current hit points, they immediately are Spirited Away as per the ability and are effectively banished and destroyed.
Fearless (Ex)
A Radiant is completely immune to fear and compulsion effects.
Master of Arms (Ex)
The Radiant gains a +4 competence bonus to attack and AC when wielding any weapon or shield.
Wings of Light (Su)
The Radiant’s luminous wings manifest whenever they take flight and may remain visible while on the ground. These grant a fly speed of 90 ft. (perfect) and radiate bright light as daylight within 30 ft.
Description
Radiants are the paladins of the Druidlight order. Living suns who stand at the forefront of their armies. Their armor is forged of light itself, their swords cut through shadow and sin with equal ease. When they take flight thier wings ignite the sky like the fires of dawn. Each Radiant is a walking sanctuary of hope, sworn to defend the natural world from corruption by sheer force of will. Among the heirarchy of the Druidlights, The Radiants are Generals and Champions. The Light before the storm, and the Storm itself.
Combat
Radiants fight as paragons of defense and divine order. On the battlefield they are the anchor point—the radiant fulcrum around which lesser Druidlights and mortal allies rally. Each movement is deliberate, tactical, and weighted with purpose; they never strike in anger, only in protection.
When combat begins, a Radiant immediately manifests its Radiant Aura to repel undead and empower allies, assessing the battlefield from its golden vantage. Against powerful foes or area attacks, it conjures its Barrier Shield—a shimmering dome of force—and moves to interpose itself between danger and the vulnerable.
While protected within the barrier, the Radiant channels holy spells that do not require a direct path—Flame Strike, Holy Smite, and Sunbeam are favorites—turning the barrier into both bastion and pulpit, from which divine justice descends in beams of celestial light. Only when the barrier fades does it advance, blade of light drawn, leading the charge with Smite Evil and Scion of Light to purge what darkness remains.
Radiants prefer to lead formations of Druidlights and Lanternbearers, forming radiant phalanxes where each aura overlaps to create concentric sanctuaries of light. In open combat, they coordinate air support from their Twinsoul companions—often silver or gold dragons—who ferry wounded soldiers and rain divine fire upon enemy lines.
If the battle turns dire, Radiants call upon Heal or Mass Cure Critical Wounds to restore allies before falling back beneath their barrier. Only when defeat is inevitable or retreat impossible will a Radiant willingly trigger its Kamikaze effect, immolating in a sunburst of cleansing fire that blinds and purifies the field. To a Radiant, death is not an end but a transition back to the dawn.
Lore
Radiants are the zenith of the Druidlight hierarchy—the blazing suns around which all others orbit. Born when a Druidlight’s heart burns so fiercely with conviction that it can no longer dwell within shadow or soil, the Radiant embodies the will of the natural order given armor and purpose. They are the champions of the dawn, protectors of the fragile balance between life and destruction.
Where a Reveler brings joy and stirs outrage and a Renewer brings one last mercy, the Radiant brings order through light. Each one is said to have kindled from the ashes of fallen forests, the most nobel of druidlights, or even the very will of stars themselves reborn to ensure that such devastation never comes again. Their presence is a holy conflagration—banishing the undead, purging corruption, and restoring courage to the weary. To worthy mortals, they appear as golden knights descended from the firmament, but among the Druidlights, they are revered as generals, guardians, and arbiters of divine justice.
Radiants rarely dwell among mortals, preferring to patrol the liminal spaces between planes—the storm-wreathed peaks, the world’s burning horizons, and the astral borders of the stellar shores. When the balance of creation tilts toward darkness, their arrival heralds deliverance: blinding light spilling across the battlefield, a golden shield rising between the innocent and the abyss.
Yet Radiants are not cruel conquerors; they fight only when all other paths have failed. Their every strike is tempered by compassion, their wrath guided by purpose. When they fall, they do not die—they return to the dawn that birthed them, their armor collapsing into motes of light that drift upward like embers seeking the sky. The sun itself remembers their names.