Summary
Living tree; the "'Treant"' serves as the forest's guardian. They are generally peaceful but will attack any evil creature or those who carelessly use fire.
Treants come in many varieties, with some having creatures like Rot Grub on their bodies to combat pests.
Appearing in the Settled Land, the Zombie Treant is a new species of Treant that has the powers of a ghoul. They lack any of the intelligence of their regular kin; however, if they stay in one place for long enough, they will kill all plant life and make it so that none can be grown for an entire year.
A giant cactus, the Saguaro Sentinel is the desert counterpart of the Treants. They too protect the nature in the wastelands; however, they do not care for the notions of good and evil. They are slow to anger, but once agitated enough, they are mighty foes.
The "Blackroot" is an undead evil Treant who is both powerful and vile. The forests in which they live become corrupted, with neutral animals turning evil and even doing its bidding. The Blackroot possesses many abilities, even being able to cast a myriad of spells.
The Treants in Ravenloft Treant unlike other places, are evil, only sharing their kin's dislike for fire. Thus, when one dies, they have a good chance of becoming an Undead Treant.
Unlike a regular Treant this one feeds on flesh and blood, having special appendages that can drain the blood of creatures unlucky enough to be on the ground near this Treant.
Elder Treants are the mightiest of all treants. While their lesser kin may form from maples and oaks, the mighty Elder Treants are created from the largest trees in the cosmos, such as the redwoods, or abnormally large variants of other tree species. Trenats tend to be peaceful by nature and are typically beings akin to mentors for druid-kind, with each druid often performing rituals to appease the great, mighty trees. The Elder Treant is found in the Epic Level Handbook.
Powers and Stats
Tier: Varies from 9-A to 8-C | 9-A | 8-C | Low 7-B | Low 7-B | At least Low 6-B, possibly 6-B
Key: Regular | Zombie | Saguaro Sentinel | Blackroot | Ravenloft Undead | Elder
Name: Treant, Zombie Treant, Blackroot Treant, Saguaro Sentinel, Undead Treant, Elder Treant, Ancient Treant, Wizened Elder
Origin: Dungeons and Dragons
Gender: Inapplicable
Age: Varies, up to thousands of years old
Classification: Huge Plant, Large Undead, Colossal Plant
Powers and Abilities:
Superhuman Physical Characteristics, Large Size (Type 1; They are 30 feet[1] tall), Longevity (Can live for thousands of years),[2] Camouflage (Via False Appearance),[3] Enhanced Senses (Have low-light vision[1] and excellent hearing),[4] Damage Boost (Via Siege Monster),[3] Damage Reduction (Shown here),[3] Supernatural Willpower (Via Iron Will),[1] Earth Manipulation (Via Earthshaking Stomp),[5] Plant Manipulation (Via Animate Trees[3] and Grasping Roots),[5] Martial Arts (Are adept in tackling[3] their foes), Weapon Mastery (They are skilled rock throwers),[3] Animal Manipulation (Can call forth wild creatures in order to aid them),[3] Social Influencing (They are skilled in both diplomacy and intimidation),[1] Preparation (They have been known to craft various magical potions),[2] Self-Sustenance (Type 3; Plant monsters do not need to sleep),[6] Limited Free Movement (Via Forest Walk),[5] Treants can optionally have on their body[7] Rot Grub and Violet Fungus
Their lair can contain within it the following potions[2] which gives them: Healing (Via Heal and Extra-Healing), Age Manipulation (Via Longevity),[8] Statistics Amplification (Via Giant Strength)
Superhuman Physical Characteristics, Large Size (Type 1; Are between 13 to 18 feet[9] tall), Immortality (Type 7), Paralysis Inducement (Their touch can paralyze[9] people), Death Manipulation (Their presence kills natural vegetables and makes soil be unable to support vegetation),[9] Extreme Resistance to Death Manipulation, Poison Manipulation, Empathic Manipulation, Paralysis Inducement (All shown here)[9]
Superhuman Physical Characteristics, Large Size (Type 1; Their size varies from 30 to 50[10] tall), Bodily Weaponry (They are covered in needles),[10] Damage Reduction (Shown here),[10] Enhanced Senses (Have low-light vision),[10] Camouflage (Shown here),[10] Social Influencing (Are adept at intimating[10] creatures), minor Resistance to Heat (Via Tough Flesh)[10]
Superhuman Physical Characteristics, Large Size (Type 1; Is 18 feet[11] tall), Immortality (Type 7; Is an undead plant),[5] Self-Sustenance (Type 1, 2 and 3; Undead do not need to eat or breath[12] or sleep),[13] Corruption (Type 2; Their mere presence poisons the land and makes usually good animals into neutral evil),[11] Plant Manipulation (Via Entangling Roots),[5] Magic, Non-Physical Interaction (Magic is capable of interacting with intangible, incorporeal, conceptual, abstract, and nonexistent creatures), Aura, Death Manipulation and Healing (All via Blackroot Aura),[5] Limited Free Movement (Via Forest Walk),[5], Extreme Resistance to Soul Manipulation (Most undead lack a soul)[14], Pain Manipulation (Undead are unlikely to feel any pain)[12], minor Resistance to Temperature Manipulation (Undead in general can endure being in extreme climates far better than humans)[13]
The Blackroot can cast one of this spells[11] which gives it the following: Animal Manipulation (Via Animal Friendship),[15] Summoning (Via Animal Summoning I,[16] Animal Summoning II,[17] Call Woodlands Beings[16] and Summon[18] Insects),[19] Size Manipulation (Via Animal Growth),[17] Forcefield Creation (Via and Anti-Plant Shell,[17] Anti-Animal Shell[20] and Repel Insects),[21] Empathic Manipulation (Via Charm Person or Mammal),[22] Water Manipulation (Via Create Water),[23] Plant Manipulation (Via Entangle,[24] Hold Plant,[25] Plant Growth,[25] Spike Growth,[18] Wall of Thorns[26] and Warp Wood),[27] Construction (Via Snare),[28] Paralysis Inducement (Via Hold Plant and Hold Animal),[29] Clairvoyance (Via Locate Animal or Plant),[30] Corruption (Type 2; Via Putrefy Food & Drink),[31] Automatic Translation (Via Speak with Plants,[21] Speak with Animals[32] and Speak with Monsters)[33]
Same as a regular Treant minus the optional stuff and Plant Manipulation but plus Bodily Weaponry (Can sprout roots like appendages that are able to drain blood),[34] Magic (Have the powers of level 2 to 6 Druids),[34] Non-Physical Interaction, Extreme Resistance to Death Manipulation, Poison Manipulation, Mind Manipulation, Empathic Manipulation, Paralysis Inducement (All shown here),[34] far more abilities via Druid spells
Same as the regular Treant plus Large Size (Type 2; They are equal in size to trees like the giant redwood sequoia[35] which can reach a height of 378 feet), Magic, Non-Physical Interaction
Have access to the following spells[35] which grants them: Plant Manipulation (Via Control Plants[36] and Plant Growth),[37] Telepathy (Via Stone[38] Tell[39] and Speak with Plants),[40] Healing (Via Healing Circle),[41] Light Manipulation (Via Sunburst),[42] Creation (Via Wall of Thorns),[43] Summoning (Via Shambler)[44]
Extreme Resistance to Sleep Manipulation (Can't be put to sleep),[6] Transmutation (Can't be effected by the spell Polymorph),[6] Status Effect Inducement (Can't be stunned),[6] Paralysis Inducement (Shown here),[6] Pressure Points (Can't be hit critically,[6] i.e in weak points), Mind Manipulation (Shown here)[6]
Attack Potency: Varies from Small Building level+ (Weaker Treants are a CR 8[1] monster in 3.5e which makes them superior to casters who can use Conjure Barrage) to Building level (Stronger Treants are a CR 9[3] monster in 5e which makes them on par with casters who can use Cone of Cold) | Small Building level+ (Is on par with its weaker living counterpart) | Building level+ (As a CR 9[10] monster in 3.5e it's too is superior to weaker adult Remorhaz) | Small City level+ (As a level 19[5] monster in 4e they're on par with Legendary Dragons) | Small City level+ (Due to having an exp value of 14,000[34] in 2e they're on par creatures like the Beholder) | At least Small Country level+, possibly Country level (As a CR 25[35] monster in 3.5e they're comparable to powerful Elder Evils, who themselves are superior to Father Llymic)
Speed: Hypersonic+ with High Hypersonic+ reactions (Keeps up with adventurers who can dodge lightning) | Hypersonic+ with High Hypersonic+ reactions | Hypersonic+ with High Hypersonic+ reactions | Relativistic+ (Can react to Anger of the Noonday Sun), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat) | Relativistic+, with FTL+ reactions | At least Relativistic+, with FTL+ reactions, higher via Improved Initiative and Lightning Reflexes[35]
Lifting Strength: Class M (Weaker Treants are superior in their strength score[1] to the Stone Golem) | Class M (Are stronger then regular Treants) | Class M (Should be equal to its living counterpart) | Class M (Due to being a huge creature with a strength score of 33[10] they are superior to the Stone Golem) | Class M (Shouldn't be inferior to its living counterpart) | At least Class M (Due to being a colossal creature with a strength score of 48[35] they eclipse the Stone Golem in strength)
Striking Strength: Varies from Small Building level+ to Building level | Small Building level+ | Building level+ | Small City level+ | Small City level+ | At least Small Country level+, possibly Country level
Durability: Varies from Small Building level+ to Building level | Small Building level+ | Building level+ | Small City level+ | Small City level+ | At least Small Country level+, possibly Country level
Stamina: Superhuman (Should be comparable to adventures who can keep fighting after losing their limbs) | Infinite (Undead creatures require no rest or sustenance) | Superhuman (Should be on par with a regular Treant) | Infinite (Undead creatures require no rest or sustenance) | Infinite (Is also an undead) | Superhuman (Elder Treants should be superior to regular ones. They have 42[35] in their constitution score which puts them far above peak regular human endurance)
Range: Standard Melee Range, Extended melee range via Earthquake Stomp, Several Meters via Grasping Roots, Tens of Meters via rock throwing and Animate Trees | Standard Melee Range, up to Hundreds of Meters via Death Manipulation | Standard Melee Range | Standard Melee Range, Several Meters via Entangling Rot and Blackroot Aura | Standard Melee Range, higher via spells | Standard Melee Range, Varies between
Standard Equipment: None notable | None notable | None notable | None notable | None notable | None notable
Optional Equipment: Various magical potions | None notable | None notable | None notable | None notable | Various magical potions
Intelligence: Gifted (They are adept at fighting, crafting potions, intimidation, diplomacy, sensing other beings motives and in the survival skill[1]. Their Survival skill allows them endure in harsh environments[45] and to always know where the north pole[46] is, and in aboveground terrain they can easily predict the weather two days ahead. Have an intelligence score of 12[1] which makes them above average humans[47] and they know 4 different[3] languages.) | Mindless (They lack intelligence)[9] | Above average (While they only have an intelligence score of 10[10] which makes them average academically they are still adept in survival, fighting and intimidation) | Gifted (Is on par if not slightly superior to the regular Treant) | Gifted (Should be on par with their regular counterpart) | Extraordinary Genius (Their skills are vastly superior[35] to the regular counter parts and they have an intelligence score of 19[35] which makes above the peak of what a regular person can achieve intellectually. Their wisdom and charisma 33 and 35[35] respectively as well, which means they are also vastly above humans in terms of social skills and judgment skills)
Weaknesses: They are vulnerable to fire[3] and their damage reduction doesn't work against pierces | They are weak to fire[9] and can't paralyze elves | Their damage reduction does not work against pierces | They are weak to fire | They are weak to fire[34] | None notable
Notable Attacks/Techniques:
- Animate Trees: Once per day, the Treant can animate one tree within 60 feet of itself. They are as strong as the Treant but are mindless, only knowing how to slam into creatures. If the animated tree is 120 feet or more away from the Treant, it will cease to be animated.
- Earthshaking Stomp: The Treant is able to strike the ground with enough force to cause a tremor that knocks those near it prone.
- False Appearance: While not moving, the Treant is indistinguishable from a regular tree.
- Forest Walk: This ability allows the Treant to walk unimpaired by difficult terrain in the forest.[48]
- Grasping Roots: The Treant's mere presence spawns plants whose roots slow down any creature walking through them.
- Iron Will: This feat represents the Treant's superior willpower compared to other beings.
- Siege Monster: The Treant can innately deal double damage to any structure it attacks.
- Slam: The Treant is a skilled tackler, to the point where it can do two rapid tackles one after the other.
- Rock: The Treant is a capable rock thrower, with a maximum range of 180 feet and the ability to reliably throw it up to 60 feet.
- Blackroot Aura: Within a set range, the Blackroot emits an aura of necrotic energy that harms living creatures and heals the undead within it.
- Entangling Roots: The Blackroot can shoot forth its roots in order to knock enemies down while harming them.
The Blackroot can cast the following spells once per day as a 12th level druid:
- Half Damage:[35] The Elder Treant's body is so tough that it is able to reduce all damage it takes by half.
- Epic Will:[35] The Elder Trent's will is so strong that it can has this feat in addition to Iron Will.
- Slam: The Elder Treant is extremely adept with its tackles, specializing in them[35]. This makes it to land critical hits on the enemy far more often.[49]
- Triple Damage against Objects:[35] The Elder Treant can innately deal triple damage to any structure it attacks.
The Elder Treant casts all its spells as 23rd level caster, with its spells being:
At Will:
- Animal Messenger:[50] The Elder Treant is able to compel a small animal to go to a specific spot of your choosing, so long as the animal can reach it within 23 days. The range of this spell is 80 feet.
- Animate Trees:[35] The Elder Treant is able to bring six trees to life to aid it in combat. The range of this is 500 feet.
- Control Plants: The Elder Treant is able to control plant monsters within an 80-foot range of itself, issuing commands to them even if they don't speak any language. They will not follow any suicidal or self destructive commands.
- Speak with Plants: The Elder Treant is able to freely speak to any plant or plant monster, regardless of their own intelligence or ability to speak.
- Stone Tell: The Elder Treant is able to speak to stones, gaining insight from them.
Three Times Per Day:
- Healing Circle: The Elder Treant channels positive energy in order to heal multiple targets within range. This spell damages any undead caught within its range. The range of this spell is 80 feet.
- Plant Growth: The Elder Treant can either cause vegetation within a 1320-foot range to become overgrown, which makes it hard to move through, or affect an area of one half a mile to increase the plant's potential yield for the course of the next year to one third above the norm.
- Sunburst: The Elder Treant is able to generate a globe of searing radiance, which will explode silently from a point of its choosing. This explosion will blind and damage those caught within it, with those susceptible to radiant damage taking extra damage. This explosion's ultraviolet light instantly destroys any creature that is sensitive to natural sunlight. The range of the spell is 1320 feet, with the explosion covering an 80 foot radius.
- Wall of Thorns: The Elder Treant can create a wall that appears like a tough, tangled brush that is covered in finger-long needles. The wall can be between 5 to 10 feet thick, with a max size of 230 cubic feet. The casting range is 320 feet.
Once Per Day:
- Shambler: The Elder Treant is able to summon between 3 to 8 Shambling Mounds who are willing to aid it in combat. They can usually stay for a week, but if they're assigned to protect a specific location, they can live for 7 months but can't move far away from what they protect. The Shamblings Mounds can be spawned anywhere within a range of 320 feet.
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Monster Manual 3.5e Page 245
- ↑ 2.0 2.1 2.2 Dragon Magazine Issue 79 Page 8
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Monster Manual 5e Page 289
- ↑ Dungeon Magazine Issue 283 Page 92
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Monster Manual 4e Page 251
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Monster Manual 3.5e Page 313
- ↑ Elminsters Ecologies - Cormanthor Page 27
- ↑ Oriental Adventure 1e Page 70
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Elminsters Ecologies - The Settled Lands Page 29
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 10.9 Sandstorm: Mastering the Perils of Fire and Sand Page 181
- ↑ 11.0 11.1 11.2 Ravenloft: Monstrous Compendium II Page 118
- ↑ 12.0 12.1 Open Grave 4e Page 10
- ↑ 13.0 13.1 Open Grave 4e Page 12
- ↑ Open Grave 4e Page 9
- ↑ Monster Manual 2e Page 198
- ↑ 16.0 16.1 Monster Manual 2e Page 216
- ↑ 17.0 17.1 17.2 Monster Manual 2e Page 221
- ↑ 18.0 18.1 Monster Manual 2e Page 214
- ↑ Monster Manual 2e Page 215
- ↑ Monster Manual 2e Page 226
- ↑ 21.0 21.1 Monster Manual 2e Page 220
- ↑ Monster Manual 2e Page 203
- ↑ Monster Manual 2e Page 199
- ↑ Monster Manual 2e Page 200
- ↑ 25.0 25.1 Monster Manual 2e Page 218
- ↑ Monster Manual 2e Page 230
- ↑ Monster Manual 2e Page 208
- ↑ Monster Manual 2e Page 213
- ↑ Monster Manual 2e Page 211
- ↑ Monster Manual 2e Page 201
- ↑ Monster Manual 2e Page 202
- ↑ Monster Manual 2e Page 207
- ↑ Monster Manual 2e Page 229
- ↑ 34.0 34.1 34.2 34.3 34.4 Ravenloft: Monstrous Compendium I Page 51
- ↑ 35.00 35.01 35.02 35.03 35.04 35.05 35.06 35.07 35.08 35.09 35.10 35.11 35.12 35.13 Epic Level Handbook Page 223
- ↑ Player's Handbook 3.5e Page 213
- ↑ Player's Handbook 3.5e Page 262
- ↑ Player's Handbook 3.5e Page 284
- ↑ Player's Handbook 3.5e Page 285
- ↑ Player's Handbook 3.5e Page 282
- ↑ Player's Handbook 3.5e Page 216 - The spell Healing Circle has been renamed Cure Light Wounds, Mass
- ↑ Player's Handbook 3.5e Page 289
- ↑ Player's Handbook 3.5e Page 300
- ↑ Player's Handbook 3.5e Page 277
- ↑ Player's Handbook Page 83
- ↑ Player's Handbook Page 84
- ↑ Player's Handbook 3.5e Page 9
- ↑ Monster Manual 4e Page 282
- ↑ Player's Handbook 3.5e Page 95
- ↑ Player's Handbook 3.5e Page 198
Notable Matchups
Notable Victories:
Applejack (My Little Pony) Applejack's Profile (6-B versions used, starting distance was 5 meters, and speed was equalized)
Notable Losses:
Inconclusive Matches:
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