Treant
This animated tree’s bark is knotted into vaguely humanoid features, with branches for arms and roots for legs.
Treants are guardians of the forest and speakers for the trees. As long-lived as the forests themselves and seeing themselves as parents and shepherds rather than gardeners, treants are slow and methodical in most things but terrifying when forced to fight in defense of their flock.
Though they rarely seek out the companionship of the short-lived races, and have an inherent distrust of change, they have been known to tolerate those who seek to learn from their long, rambling monologues, especially if the pupils express a desire to help protect the wildlands. Yet against those who would threaten the forest, especially loggers who seek to harvest wood for lumber or those who try to clearcut a section of forest in order to build a fort or establish a town, the treants’ wrath is swift and devastating. They are particularly gifted at tearing down what others build—a trait that serves angry treants well.
Treants are primarily solitary creatures, with a given individual sometimes responsible for an entire forest, but they occasionally come together in small groups called groves to share news and reproduce. In times of grave danger, all of the groves in a region may gather for a great months-long meeting called a moot, but such events are exceedingly rare, and millennia may go by between them.
The typical treant is 30 feet tall, with a trunk 2 feet in diameter, and weighs 4,500 pounds. Treants tend to resemble the species of trees most common in their woodland territories.
Treant
This animated tree’s bark is knotted into vaguely humanoid features, with branches for arms and roots for legs.
Huge plant, chaotic good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 8 (-1) | 21 (+5) | 12 (+1) | 16 (+3) | 12 (+1) |
Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
Senses passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Special Traits
- False Appearance: While the treant remains motionless, it is indistinguishable from a normal tree.
- Siege Monster: The treant deals double damage to objects and structures.
Actions
- Multiattack: The treant makes two slam attacks.
- Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
- Rock: Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
- Animate Trees (1/Day): The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Treant
Treant | |
Huge plant | |
Hit Dice | 7d8+35 (66 hp) |
Initiative | -1 |
Speed | 30ft. (6 squares) |
Armor Class | 20 (-2 size, -1 Dexterity, +13 natural), touch 7, flat-footed 20 |
Base Attack/Grapple | +5/+22 |
Attack | Slam +12 melee (2d6+9) |
Full Attack | 2 slams +12 melee (2d6+9) |
Space/Reach | 15ft./15 ft. |
Special Attacks | Animate trees, double damage against objects, trample 2d6+13 |
Special Qualities | Damage reduction 10/slashing, Low-Light Vision, plant traits, vulnerability to fire |
Saves | Fort +10, Ref +1, Will +7 |
Abilities | Strength 29, Dexterity 8, Constitution 21, Intelligence 12, Wisdom 16, Charisma 12 |
Skills | Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival+8 (+10 aboveground) |
Feats | Improved Sunder, Iron Will, Power Attack |
Environment | Temperate forests |
Organization | Solitary or grove (4-7) |
Challenge Rating | 8 |
Treasure | Standard |
Alignment | Usually neutral good |
Advancement | 8-16 HD (Huge); 17-21 HD (Gargantuan) |
Level Adjustment | +5 |
Combat
Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.
Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to Liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.
Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.
Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.