Upheaval

Treant

CR 8, NG Huge Plant

Senses: Perception 12, Low Light Vision

Speed: 30 ft.  Skills: Intimidation 9, Persuasion 9, Stealth -9

Languages: Common, Sylvan, Treant

Ability Scores: Str 29 (+19), Dex 8 (+3), Con 21 (+15), Int 12 (+5), Wis 16 (+7), Cha 13 (+5)

INIT: -1  CP: +9  HP: 114 (12d8+60)  SA: --  DC: 21

AC: 21  Touch: 7  Flat-footed: 21 [-1 Dodge, +14 Natural, -2 Size]

SR: --  Vulnerable: Fire 3  Resistant: Piercing 10, Bludgeoning 10  Bypass: Slashing

Immunity: Poison, Psychic  Effect Immunity: Enchantment Spells, Illusions, Mental Effects, Paralysis, Polymorph, Sleep, Stun, Suffocation, Starvation

QUALITIES

Power Attack (ex) - A Treant may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Treant does one extra point of damage. The Treant must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

Improved Critical (ex) - The critical hit range of one of the creature's attacks increases by one point.

Double Damage Against Objects (ex) - This creature deals double damage when attacking objects.

ACTIONS
Attacks

Animate Trees (Free)(sp) - This creature 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.

Trample (Full Round)(ex) - As a full-round action, the Treant can attempt to overrun any opponents that are medium-sized or smaller by simply moving through their squares. Targets in the path take regular damage (Dex save for half). Targets who fail the save are also knocked prone. Those who remain on their feet can make a standard attack of opportunity. The Treant cannot damage a creature more than once per round with this attack.

DESCRIPTION

Environment: any forest

Organization: solitary grove (2-7)

Treasure: standard

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.