TREANT, ELDER

 

Colossal Plant

Hit Dice:

50d8+880 (1,105 hp)

Initiative:

+3 (–1 Dex, +4 Improved Initiative)

Speed:

60 ft.

AC:

41 (–1 Dex, –8 size, +40 natural)

Base Attack/Grapple:

+37/+72

Attack:

Slam +51 (10d6+19/19–20(+1d6 on critical hit)) melee

Full Attack:

2 slams +51 (10d6+19/19–20 (+1d6 on a critical hit)) melee

Attacks:

2 slams +49 melee

Damage:

Slam 10d6+19/19–20

Space/Reach:

30 ft./30 ft.

Special Attacks:

Animate trees, trample, triple Damage against objects, spell-like abilities

Special Qualities:

Plant traits, SR 29, DR 10/–

Saves:

Fort +45, Ref +17, Will +33

Abilities:

Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35

Skills:

Diplomacy +61, Hide –12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51

Feats:

Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

Epic Feats:

Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will

Climate/Terrain:

Any forest

Organization:

Solitary or with grove of treants

Challenge Rating:

25

Treasure:

Standard

Alignment:

Always neutral good

Advancement:

51–150 HD (Colossal)

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

COMBAT

Animate Trees (Sp): An elder treant can animate trees within 500 feet at will, controlling up to six trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves and fights as a treant in all physical respects. Animated trees lose their ability to move if the elder treant who animated them is incapacitated or moves out of range.

Trample (Ex): An elder treant can trample Gargantuan or smaller creatures for 8d20+40 points of Damage. Opponents who do not make attacks of opportunity against the elder treant can attempt a Reflex save (DC 54) to halve the Damage. The save DC is Strength-based.

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

Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.

Skills: Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas.

Spell-Like Abilities: At will—animal messenger, command plants, speak with plants, stone tell; 3/day—mass cure light wounds(plants only), plant growth, sunburst, wall of thorns; 1/day—shambler. Caster level 23rd; save DC 22 + spell level. The save DCs are Charisma-based.