Treant

Treant CR 8

This animated tree’s bark is knotted into vaguely humanoid features, with branches for arms and roots for legs.


XP 4,800
NG Huge plant
Init –1; Senses low-light vision; Perception +12

DEFENSE

AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
hp 114 (12d8+60)
Fort +13, Ref +3, Will +9
Defensive Abilities plant traits; DR 10/slashing
Weaknesses vulnerability to fire

OFFENSE

Speed 30 ft.
Melee 2 slams +17 (2d6+9/19–20)
Ranged rock +7 (2d6+13)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25)

STATISTICS

Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
Base Atk +9; CMB +20; CMD 29
Feats Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +12, Sense Motive +9, Stealth –9 (+7 in forests); Racial Modifiers +16 Stealth in forests
Languages Common, Sylvan, Treant
SQ animate trees, double damage against objects, treespeech

SPECIAL ABILITIES

Animate Trees (Sp)

A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the treant’s animation and rock-throwing abilities), gaining the treant’s vulnerability to fire. If the treant that animated it terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.

Double Damage Against Objects (Ex)

A treant or animated tree that makes a full attack against an object or structure deals double damage.

Treespeech (Ex)

A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.

ECOLOGY

Environment any forest
Organization solitary or grove (2–7)
Treasure standard

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.

Variant: Treant, Bladeleaf (CR 8)

[Source]

The leaves of this tree are incredibly long and thin, though often its limbs are bear as leaves lay upon the ground. It is believed these treants evolved naturally over time to deal with the threat of flying opponents; they are far more impulsive than any other treant and often act rather hastily.

Animate Leaves (Su)

A bladeleaf can shed its leaves as a standard action. When shed, the leaves change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the bladeleaf. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the bladeleaf can completely regrow all its lost leaves in 1 minute. The bladeleaf may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The bladeleaf controls the swarm as a free action and can maneuver it out to a distance of 300 ft.

This ability replaces a treant’s animate trees ability.

Animated Leaves

N Fine plant (swarm)
Init -1; Senses low-light vision; Perception +12

DEFENSE

AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
hp 50 (12d8)
Fort +13, Ref +3, Will +9
Defensive Abilities swarm traits; Immune plant traits, weapon damage.
Weaknesses vulnerability to fire

OFFENSE

Speed 90 ft. fly (perfect)
Melee swarm (5d6 plus bleed, distraction)
Space 10 ft.; Reach 0 ft.

Special Attacks bleed (2 Con), distraction (DC 16)

STATISTICS

Str 10, Dex 8, Con 10, Int 12, Wis 16, Cha 13
Base Atk +9; CMB +9, CMD 18
Feats Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +12, Sense Motive +9, Stealth +9 (+7 in forests); Racial Modifiers +16 Stealth in forests
Languages Common, Sylvan, Treant (understands but cannot speak)
SQ double damage against objects, treespeech

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