A forest dead and stagnating surrounds you, all the trees leafless and their peeling bark speckled with mold and fungus. Only one being stands amidst the ruin of once vibrant life, trudging through the mould with silent grimness...
Hit Dice: 7d8+56 (112 hp)
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. S
pecial Attacks: Animate trees, double damage against objects, trample 2d6+13
Special Qualities: Cockroach, damage reduction 10/slashing, endure, fast, low-light vision, plague innured, plant traits, regeneration 7, scavenger, vital, vulnerability to fire
Saves: Fort +13, Ref +1, Will +8
Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 18, Cha 12
Skills: Diplomacy +3, Hide 9*, Intimidate +6, Knowledge (nature) +6, Listen +9, Sense Motive +9, Spot +9, Survival +13 (+15 aboveground)
Feats: Endurance(B), Improved Sunder, Iron Will, Power Attack, Quick Recovery
Environment: Temperate forests
Organization: Solitary or grove (47)
Challenge Rating: 11
Alignment: Usually neutral good
Advancement: 816 HD (Huge); 1721 HD (Gargantuan)
Level Adjustment: +9
This treant is an incredible specimen of vigorous health and size, with leaves remaining a lush green year round. It's eyes though are hard and weary as if having seen and experienced more than it wished.
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.
If a survivor's head is cut off, such as from a Vorpal weapon, it does not die, but are instead rendered deaf, blind and mute, as well as losing their intelligence score, until the damage dealt from the blow is healed. Instinct usually dictates they flee from the source of the blow.
Double Damage against Objects (Ex):
A treant or animated tree that makes a full attack against an object or structure deals double damage.
A treant survivor suffers no harm from being in a hot, cold, or rarefied environment. They can exist comfortably in high altitudes and conditions between 50 and 140 degrees Fahrenheit without having to make Fortitude saves.
A treant survivor does not die from starvation, thirst or asphyxiation. Instead they go into a state of indefinite suspended animation that they may survive in for a number of months equal to their constitution score. They are not conscious of anything that occurs while suspended.
: A survivor is immune to non-magical disease and gains a +10 bonus against poison.
A survivor gains regeneration 7. Fire and acid deal normal damage.
A survivor gains nourishment from eating any organic material, despite its freshness or source.
A survivor is not subject to death by massive damage and takes only half damage from sneak attacks and critical hits.
Reflex DC 22 half. The save DC is Strength-based.
*Treants have a +16 racial bonus on Hide checks made in forested areas.