Treant

MapTool Token

NameTreant
Sorted NameTreant
FamilyTreant
Size and TypeHuge Plant
Hit Dice Count7
Hit Dice7d8+35 (66 hp)
Random Hit Points7d8+35 - 35
Initiative-1
Speed30 ft. (6 squares)
Armor Class20 (-2 size, -1 Dex, +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/Reach15 ft./15 ft.
Special AttacksAnimate trees, double damage against objects, trample 2d6+13
Special Qualities

Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire

SavesFort +10, Ref +1, Will +7
AbilitiesStr 29, Dex 8, Con 21, Int 12, Wis 16, Cha 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

EnvironmentTemperate forests
Challenge Rating8
Organization

Solitary or grove (4-7)

TreasureStandard
AlignmentUsually neutral good
Advancement8-16 HD (Huge); 17-21 HD (Gargantuan)
Level Adjustment+5
VersionSRD
SourcesSystem Reference Document
Stat_Block

Treant; CR 8; Huge plant; HD 7d8+35; hp 66; Init -1; Spd 30 ft. (6 squares); AC 20 (-2 size, -1 dex, +13 natural), touch 7, flat-footed 20; Base Atk +5; Grp +22; Atk +12 melee (2d6+9, slam); Full Atk +12 melee (2d6+9, 2 slams); Space/Reach 15 ft./15 ft.; SA Animate trees, double damage against objects, trample 2d6+13; SQ Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire; AL NG; SV Fort +10, Ref +1, Will +7; Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12

Skills and Feats: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground); Improved Sunder, Iron Will, Power Attack

Treant

Treant
Huge Plant
Hit Dice:
7d8+35 (66 hp)
Initiative:
-1
Speed:
30 ft. (6 squares)
Armor Class:
20 (-2 size, -1 Dex, +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:
15 ft./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:
Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 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

A treant's leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant's legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.

A treant is about 30 feet tall, with a 'trunk' about 2 feet in diameter. It weighs about 4,500 pounds.

Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues-at least enough to say 'Get away from my trees!'

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.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Slam +12 melee (2d6+9), or 2 slams +12 melee (2d6+9)

feats: IMPROVED SUNDER, IRON WILL, POWER ATTACK, ,