Green Glomairah

The World Tree

The tree that defends the world, Green Glomairah grants her powers over the natural world to those whose hearts are filled with love.

Summoning Rules

Spirit Level: 5th
Constellation: Tree
Binding DC: 23
Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:

  • You possess a botanist’s worth of lore on plants, requiring 5 ranks in Knowledge (nature) or Profession (botanist).
  • Green Glomairah’s seal is traced in freshly picked and uncrushed flower petals.
  • You place the likeness of a love within Green Glomairah’s seal.

Ceremony: You weave twigs, branches, flowers, and other trinkets of nature into a braid in your hair, which grows supernaturally long until Glomairah takes notice.
Manifestation: Your hair springs up on end transforming into the likeness of a great oak tree. Glomairah’s sweet voice sings into your ears upon the rustling of your hair-tree’s leaves, the tree transforming back into your hair when the binding is complete.


The story of Ser Japh is a well-known tale, a famous tragedy said to have originated in a war-torn land. Japh was once a young man who fell in love with a beautiful woman with a green thumb, but was called to arms for his skill with weapons. Wherever his king commanded him be, Japh fought with valor and strength if only to see his true love once more. His king mistook this as a sign of loyalty to the crown and made Japh a knight, sending him farther and farther away from his beloved. Finally, Japh died against a horde of hobgoblins, a ripe old man who never tasted the sweet lips of a wife’s kiss. It is said that Japh’s spirit returned to his wife in the form of a great oak tree, and Japh’s love tended to him until the end of her days when they could finally become one, their love forever imprinted upon the world.

Legend of Green Glomairah

Granted Abilities

Major Granted Abilities

  • Ward Against Harm: As a swift action, select 1 of the following conditions: blinded, dazed, deafened, exhausted, fatigued, frightened, nauseated, paralyzed, shaken, sickened, staggered, or stunned. You are immune to that condition for 1 round. After using this ability, it is expended for 5 rounds.
  • Capstone Empowerment: You can use ward against harm as an immediate action and you give this boon to your allies instead of yourself. In addition, you may select a number of conditions to become immune to equal to your Charisma modifier (minimum 1).

Minor Granted Abilities

  • Infusion of Nature: You gain lay on hands as a paladin equal to ½ your binder level. This benefit stacks with any paladin levels you possess, up to your character level. You can use this ability a number of times per day equal to ½ your binder level + your Charisma bonus.
  • Nature’s Health: You are immune to all types of poison and diseased while bound to the spirit.
  • Speak with Plants: You can converse with plants as the spell of the same name. You can use this ability for a number of hours per day equal to your binder level + your Charisma bonus. These hours do not need to be consecutive but they must be used in 1-hour increments.
  • Tree Stride: This granted ability functions as the spell of the same name. You can move into a number of trees per day with this ability equal to your binder level + your Charisma bonus, after which you are immediately ejected from the last tree to which you jumped.

Signs and Influence

Physical Sign: Your hair’s color matches the seasons, becoming vibrant green in spring, deep green in summer, flecked with orange, yellow, red, and brown in autumn, and dead in the winter, falling out of your scalp. Whenever you activate one of Green Glomairah’s granted abilities, patches of moss grow across your skin.
Personality: You are protective of animals and nature and confront those whom you feel are abusing such things.
Favored Ally: Plant (any)
Favored Enemy: Humanoid (hobgoblins)

Vestigial Companion

You gain a sapling treant companion. Treat your binder level as your druid level to determine your companion’s abilities. This granted ability replaces infusion of nature.

Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams (1d6);
Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7;
Special Qualities: double damage against objects, low-light vision.

4th Level Advancement

Size Large; AC +2 natural armor; Attack 2 slams (1d8);
Ability Scores Str +8, Dex –2, Con +4.

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