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Treant Elder ‘Faithful Defender of the forests’

Treant Elder  'Faithful Defender of the forests'
AI Generated Artwork – NightCafe Creator

Although most humanoids believe that treants are among the most ancient creatures in the world, few realize that there are even older and stronger such creatures that live for tens of thousands of years.

Elder treants are the undisputed rulers of treantkind and firm defenders of the forests. Elves, druids, rangers, and other forest-lovers also revere them.

They are awesome to behold, towering above even some of the largest oak trees in the forest. Only rare species of redwoods have reached taller heights. Like normal treants, they combine the features of trees and humans, although it is difficult to discern their facial features with a casual glance.

Their faces are kind, but ancient beyond compare, suggesting a wizened crone or sage. Their bark is scarred and blackened from occasional lightning strikes, and thickly covered with moss.

Because of their tremendous life spans, they think incredibly slowly. They spend most of their time in deep meditation and communion with the forest around them. Unlike normal treants, they care little about concepts like good or evil, and seldom go out of their way to provide assistance or hindrance. They are difficult to awaken from their thoughts, but terrible beyond compare when angered.

Like treants, elder treants fear nothing save fire. Their incredibly tough bark can withstand most normal blazes, accepting it as a part of nature. However, they detest any species that uses fire as a weapon — those who burn and rape the woods without thought. They have been known to animate entire groves to seek revenge on nearby communities that use fire indiscriminately and destroy part of the forest.

They speak the language of treants, plus Common and Sylvan.

Elder Treant

Treant Elder
Treant Elder – AI Generated Artwork – NightCafe Creator

Kain’s 5e Monstrous Manual – Page 9 – Dicefreaks (

Gargantuan plant, chaotic good
Armor Class 18 (natural armor)
Hit Points 420 (24d20 + 168)
Speed 40 ft.
STR 27 (+8) DEX 8 (-1) CON 25 (+7) INT 16 (+3) WIS 20 (+5) CHA 19 (+4)
Saves Con +14, Wis +12
Skills Nature +10, Perception +12
Damage Resistances bludgeoning, piercing, slashing
Damage Vulnerabilities axes, fire
Condition Immunities charmed, frightened, poisoned
Senses tremorsense 120 ft., passive Perception 22
Languages Common, Druidic, Elvish, Sylvan
Challenge 21 (5,000 XP)

False Appearance: While the elder treant remains motionless, it is indistinguishable from a massive tree.

Legendary Resistance (3/day). If an elder treant fails a saving throw, it can choose to succeed instead.

Magic Resistance. The elder treant has advantage on saving throws against spells and other magical effects.

Magic Weapons. The elder treant’s weapon attacks are magical.

Siege Monster: They deal double damage to objects and structures.

Innate Spellcasting. The treant’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The elder treant can innately cast the following spells, requiring no material components:
At will: animal messenger, speak with plants
3/day each: mass cure wounds, plant growth, sunburst, wall of thorns


Multiattack. The treant makes two slam attacks.

Slam: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (6d6 + 8) bludgeoning damage. A creature hit by the slam must succeed on a Strength saving throw (DC 23) or be flung 20 feet away from the treant and land prone.

Rock: Ranged Weapon Attack: +15 to hit, range 100/300 ft., one target. Hit: 52 (8d10 + 8) bludgeoning damage.

Animate Trees: The elder treant magically animates up to six trees it can see within 1000 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 1000 feet from the tree; or until the elder treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. An elder treant can animate trees at will, but only up to six at a time.


An elder treant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. An elder treant regains spent legendary actions at the start of its turn.

Attack The elder treant makes one attack.

Empower. The elder treant empowers all non hostile plant creatures within 120 feet of it until the end of its next turn. Empowered creatures can’t be charmed or frightened, and they gain advantage on attack rolls, ability checks and saving throws until the end of the elder treant’s next turn.

Trample (Requires 2 actions) The elder treant moves 40 ft., ignoring difficult terrain and making a slam attack against any creature whose space it moves through.

Treant Elder

Treant Elder1
Treant, Elder
Size/TypeColossal plant
Hit Dice50d8+920 (1,145 hp)
Initiative+3 (-1 Dexterity, +4 Improved Initiative)
Speed60 ft.
Armor Class41 (-1 Dexterity, -8 size, +40 natural)
Base Attack/Grapple+37/+72
AttackSlam +51 melee (10d6+19/19-20(+1d6 on critical hit))
Full Attack2 slams +51 melee (10d6+19/19-20 (+1d6 on a critical hit))
Space/Reach30 ft./30 ft.
Special AttacksAnimate trees, trample, triple damage against objects, spell-like abilities
Special Qualitiesplant traits, SR 29, DR 10/-
SavesFort +45, Ref +21, Will +33
AbilitiesStrength 48, Dexterity 8, Constitution 42, Intelligence 19, Wisdom 33, Charisma 35
SkillsDiplomacy +61, Hide -12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51
FeatsAlertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Epic FeatsEpic Endurance, Epic Reflexes, Epic Toughness (×4), Epic Weapon Focus (slam), Epic Will
EnvironmentAny forest
OrganizationSolitary or with grove of treants
Challenge Rating25
AlignmentAlways neutral good
Advancement51-150 HD (Colossal)


Elder treants dislike moving at all and will uproot themselves only when things turn dire. They observe their foes carefully and use control plant, entangle, and wall of thorns to hinder or dissuade opponents from approaching.

If that tactic does not work, an elder treant first sends out animated trees, then treants, to deal with problems. Only when all of these tactics fail do elder treants pull themselves out of the ground to attack. They strike with two enormous branchlike claws that can inflict horrific damage.

Spell-Like Abilities:

Caster level 20th; save DC 14 + spell level.

Trample (Ex): As a standard action during its turn each round, they can literally run over opponents at least one size category smaller than itself. This attack deals 4d12+22 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 42) for half damage.

Animate Trees (Sp): An elder treant can animate trees within 1 mile at will, controlling up to 12 trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 and fights as a treant in all respects. Animated trees lose their ability to move if the treant who animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 20th-level druid.

Bolster Treants (Sp): Once per day, an elder treant can lend some of its enormous energy to all treants and animated trees within 1 mile, gaining a +4 to attack rolls and saving throws. In addition, treants and animated trees do triple damage against objects instead of double.

Fire Vulnerability (Ex): An elder treant or animated tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success.

Half damage from Piercing (Ex): Piercing weapons deal only half damage to elder treants, with a minimum of 1 point of damage.

Plant Traits (Ex): An elder treant is immune to poison, sleep, Paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has Low-Light Vision.

Triple Damage against Objects (Ex): An elder treant who makes a full attack against an object or structure deals double damage.

Skills: Elder treants receive skills and feats as though they were fey*. They have a +20 racial bonus to Hide checks made in forested areas.


Elder treants hail from a different era, when all species lived in harmony with their surroundings. Eventually (some say with the elder treants’ aid), other trees evolved into normal treants. The elder treants treated these new creatures like their own offspring and charged them with watching over and protecting the forest.

Treants have tremendous respect and admiration for elder treants. They defer to them in almost every respect and will do everything, including lay down their own lives, to protect them from harm.

Regular treants do not turn into elder treants through size and age; elder treants are a different creature altogether. A few normal treants tower over the elders.

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