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 15 feet tall, with a trunk 2 feet in diameter, and weighs 3,500 pounds. Treants tend to resemble the species of trees most common in their woodland territories. Treants have 7-12 HD and examples are given below.
Treants also lair in large caves camouflaged by plant life and protect such areas aggresively.
Environment. Forests.
Chaotic Good Large Monster (plant) (12-15-ft. tall)
FREQUENCY: Rare
NO. APPEARING: 1-20
SURPRISE: 33%; Others +34% (camouflage)
SENSES: plant senses
ARMOR CLASS: 0
SPEED: 120 ft.
HIT DICE: 8 (hp 36)
% IN LAIR: 10%
TREASURE TYPE: Q (x5), S
ATTACK AC 0: 12
MELEE: 2 slams (2d8/2d8)
SPECIAL ATTACKS: animate trees; Hits As: +2
SPECIAL DEFENSES: plant traits
WEAKNESS: vulnerability to fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Treant, some Common
LEVEL: VIII
Animate Trees. [polymorph] (major) A treant can animate 1d2 trees within 60-ft. as if they were a large treant (12 HD). The trees act as directed by the treant. This does not require concentration but changes are as per magical control (minor). There is no limit on duration, but each treant cannot have more than 1d2 trees animated at a time.
Damage Structures. Treants of any size do 1 shp damage per round to structures.
Vulnerability to Fire. Treants suffer a -4 penalty to saves versus fire effects and any fire attack requiring an attack roll gain a +4 bonus to the attack roll (this does not include thrown flasks). Treants also take +1 damage per die of fire damage.
Chaotic Good Large Monster (plant) (16-19-ft. tall)
FREQUENCY: Rare
NO. APPEARING: 1-20
SURPRISE: 33%; Others +34% (camouflage)
SENSES: plant senses
ARMOR CLASS: 0
SPEED: 120 ft.
HIT DICE: 10 (hp 45)
% IN LAIR: 10%
TREASURE TYPE: Q (x5), S
ATTACK AC 0: 10
MELEE: 2 slams (3d6/3d6)
SPECIAL ATTACKS: animate trees; Hits As: +3
SPECIAL DEFENSES: plant traits
WEAKNESS: vulnerability to fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +50%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LANGUAGES: Treant, some Common
LEVEL: IX
Chaotic Good Large Monster (plant) (20-23-ft.+ tall)
FREQUENCY: Rare
NO. APPEARING: 1-20
SURPRISE: 33%; Others +34% (camouflage)
SENSES: plant senses
ARMOR CLASS: 0
SPEED: 120 ft.
HIT DICE: 12 (hp 54)
% IN LAIR: 10%
TREASURE TYPE: Q (x5), S
ATTACK AC 0: 9
MELEE: 2 slams (4d6/4d6)
SPECIAL ATTACKS: animate trees; Hits As: +4
SPECIAL DEFENSES: plant traits
WEAKNESS: vulnerability to fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +60%
SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10
LANGUAGES: Treant, some Common
LEVEL: X