Chaotic Good Large Monster (plant) (12-ft, 1,200-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-20
SURPRISE: Never
SENSES: plant senses
ARMOR CLASS: 0
MOVE: 12"
HIT DICE: 7-12 (7 HD, hp 32)
% IN LAIR: 10%
TREASURE TYPE: Q (x5), S
THAC0: 13
MELEE: 2 slams (2d8 each)
SPECIAL ATTACKS: animate trees - Hits As: +2
SPECIAL DEFENSES: plant traits
WEAKNESS: vulnerability to fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +35%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Treant, some Common
LEVEL: VIII
"Shrubling", 8 HD (14-ft)—AC 0, HD 8, hp 36, THAC0 12, Saves as above, XP 1,200 + 10/hp
"Mature", 9 HD (16-ft)—AC 0, HD 9, hp 41, THAC0 12, Hits as +3, Melee 2 slams (3d6 each), Saves 8/9/10/9/11, XP 1,950 + 14/hp
"Mature", 10 HD (18-ft)—AC 0, HD 10, hp 45, THAC0 10, Hits as +3, Melee 2 slams (3d6 each), Saves 8/9/10/9/11, XP 1,950 + 14/hp
"Moss Trunk", 11 HD (20-ft)—AC 0, HD 11, hp 50, THAC0 10, Hits as +4, Melee 2 slams (4d6 each), Saves 7/8/9/8/10, XP 2,850 + 16/hp
"Moss Trunk", 12 HD (22-ft)—AC 0, HD 12, hp 54, THAC0 9, Hits as +4, Melee 2 slams (4d6 each), Saves 7/8/9/8/10, XP 2,850 + 16/hp
Treants are strangely related to humans and trees, combining features of both species. They dwell in woods and forests and, are basically indistinguishable from trees. They hate evil things or unrestrained use of fire.
If need arises treants can actually cause trees to come to life, move 3" per turn, and attack as a full-grown treant (2 attacks for 4-24 hit points of damage/attack). Aroused treants must be within 6" of a normal tree to cause it to move, and an individual treant can cause only one or two normal trees to move and attack as stipulated.
Treants and treant-controlled trees cause 1 point of structural damage on fortifications (this is for both attacks possible to any given treant or treant-controlled tree), regardless of the size of the treant attacking.
Treants of small size (12-ft to 15-ft tall) have 7 or 8 hit dice and do 2-16 hit points of damage/attack, middle-sized treants (16-ft to 19-ft) have 9-10 hit dice and attack damage of 3-18, and those of large size (20-ft to 23-ft+) have 11-12 hit dice and do 4-24 points of damage.
Because of their body and skin structures, treants have a very superior armor class rating.
However, against fire they lose this superiority. Attacks based on fire are at a +4 on "to hit" dice; treants save against such attacks at a -4, and fire damage dice are +1 hit point.
A treant lair will typically be a vast cave screened by many plants and trees. Treants resent greatly uninvited entrance into such a place.