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    Treant, Lightning

    This creature looks like an animated, yet dead, moss-covered tree. Its bark is darkened with age and no leaves appear on its branches.

    Lightning Treant CR 8

    XP 4,800
    NE Huge plant
    Init +3; Senses low-light vision; Perception +3


    AC 22, touch 7, flat-footed 22 (-1 Dex, +15 natural, -2 size)
    hp 138 (12d8+84); fast healing 10
    Fort +15, Ref +3, Will +7
    Defensive Abilities electric healing; DR 10/slashing; Immune electricity, plant traits; Resist fire 10


    Speed 40 ft.
    Melee 2 slam +16 (2d8+9)
    Space 15 ft.; Reach 15 ft.
    Special Attacks double damage against objects
    Druid Spell-like Abilities (CL 12th):

    At willenlarge person*, faerie fire, greater magic fang (self only)
    3/daycall lightning storm (DC 18), lightning bolt (DC 16), protection from energy
    1/daychain lightning (DC 19)


    While many types of treants might make an effort to negotiate, or at least try to determine whether or not travelers might be hostile to whatever forest they are living in, lightning treants tend to simply attack first and, quite frankly, not question anything. Using their ability to call lightning storms, these creatures can be a true bane to travelers, especially those that do not recognize them at first.

    Lightning treants have an inherent hatred of all humanoids and attack them on sight. If there are more than one or two in a group the lightning treant starts combat with a chain lightning spell and then uses call lightning storm to have further lightning bolts ready; afterward, the lightning treant charges into combat, focusing first on anyone with an axe or other slashing weapon. If combat goes against it, it uses lightning bolt on its enemies, as well as using bolts called down with call lightning storm to heal itself or hurt its opponents.


    Str 28, Dex 9, Con 24, Int 11, Wis 17, Cha 11
    Base Atk +9; CMB +20; CMD 29
    Feats Cleave, Greater Sunder, Improved Initiative, Improved Sunder, Power Attack, Skill Focus (Survival)
    Skills Knowledge (nature) +4, Stealth -2 (+14 in forests), Survival +7; Racial Modifiers +16 Stealth in forests
    Languages Aklo


    Double Damage Against Objects (Ex)

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

    Electric Healing (Ex)

    Electricity damage heals a lightning treant 1 point of damage for every 3 points it would otherwise deal. If the amount would cause the lightning treant to exceed its full normal hit points, it gains any excess as temporary hit points--these temporary hit points last for 2 hours.

    *Editor's Note
    Enlarge person normally does not work on plants (targets humanoids only) but the GM is encouraged to overlook this requirement as there is no valid alternative spell to use. Alternatively, the GM might consider replacing enlarge person with plant growth.