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The Cactus Guardian

Screenshot from 2023-01-26 16-05-14

TreantAdamNarozanski

Artwork of an Elder Treant concept done by Adam Narozanski

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.

If one wants the aid of a Treant the easiest way to get it is to give them a fire resistance potion.

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.

Alongside that the Ravenloft Undead Treant also has access to Druid powers.

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; 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]

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

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.

  • Presence: If the Zombie Treant stays in one place for one day or more, it will start killing all the natural plants and make the soil unable to bear fruit. The range of this ability increases with each day it is active, up to a maximum of 500 feet.
  • Touch: Outside of elves, the Zombie Treant's touch is similar to that of the Ghoul, with the ability to stiffen anyone it touches.

  • Thorns: The Saguaro Sentinel's entire body is covered with sharp thorns, with those making the Sentinel's melee attacks deadlier. If any creature is either forced to punch the Sentinel or is unlucky enough to fall on them, that will also cause damage from the thorns.
  • Tough Flesh: The Saguaro Sentinel's flesh is hardy and is able to maintain water even in the harshest of conditions. This makes it so it does not take extra damage against dehydration-based attacks like other plants do.

    • 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:

  • Animal Friendship: This spell allows the Blackroot to show an animal that they want to befriend it and, if they are successful, teach it various simple tricks. If the animal is unable to resist the spell, they will stand quietly in a location. This spell fails if the caster has ulterior motives for the spell. It takes an hour to complete and has a range of 10 yards.
  • Animal Growth: The Blackroot can cause up to eight animals to double in size. This increases their strength and endurance proportionally but does not affect speed. The Blackroot can also reverse cast this spell to cut an animal's size in half. The range of this spell is 80 yards, with its effect having a 20-foot radius around a chosen point.
  • Animal Summoning I: The Blackroot can call forth three types of different animals within a one-mile radius of itself in order to aid it in combat. They must be mundane animals with four hit dice's worth of HP.
  • Animal Summoning II: The Blackroot can call forth either 6 animals of 8 Hit Dice worth of HP or 12 4 Hit Dice worth of HP animals within 60 yards of itself in order to aid it in combat. They can try to summon nine different types of animals to help them with this spell.
  • Anti-Animal Shell: The Blackroot can put on itself a mobile, invisible barrier that keeps out creatures made of missiles made from vegetative materials. The barrier is a 15-foot-diameter hemisphere.
  • Anti-Plant Shell: The Blackroot can put on itself a mobile, invisible barrier that keeps out any animals or weapons made from animal parts. This applies to partially animal creatures like giants, chimeras, or sprites, but not undead. The barrier is a hemisphere 20 feet in diameter.
  • Call Woodland Beings: The Blackroot can summon various woodland creatures within 100 yards of itself to aid it in combat. They aren't inherently loyal to the Blackroot unless they fail their saving throw. This creatures can be various creatures ranging from Centaurs all the way to Unicorns.
  • Charm Person or Mammal: The Blackroot can cause a humanoid within 80 yards of themselves to view them as a trusted ally and friend that needs to be protected. This does not act as mind control, and the charmed individual will not do obviously harmful stuff to themselves. The target may try to resist this spell, with their intelligence deciding how often they can try resisting it.
  • Create Water: The Blackroot can either generate or entirely annihilate 48 gallons of water within a 30 yard range, The maximum area of effect of this spell is 27 cubic feet, and it can't destroy or spawn water within a creature.
  • Entangle: The Blackroot can choose a spot within an 80-yard range of itself and cause the plants within a 40-foot cube surrounding that spot to wrap around any creature going through them.
  • Hold Animal: The Blackroot can, with this spell, cause any animal to be unable to move on its own. This spell can affect multiple targets at once or choose one target to make it harder to resist, The spell's range is 80 yards.
  • Hold Plant: The Blackroot can, with this spell, cause any plant monster to be unable to move on its own. This spell can affect multiple targets at once or choose one target to make it harder to resist, The spell's range is 80 yards.
  • Locate Animals or Plants: The Blackroot is able to find the direction and distance of an animal or plant of their choosing within a 340 yard range. The Blackroot faces a direction of their choosing and thinks of an animal or plant, and if it's within the range of the spell, they know they're there.
  • Plant Growth: The Blackroot can use this spell in two ways. The first is causing the vegetation to grow into a a thick jungle like terrain that is hard to move through. The second effect is to increase the harvest success of plants by increasing their yield and making their offspring more hardy. The range of this spell is 160 yards.
  • Putrefy Food & Drink: The blackroot has the ability to render food and water unfit for human consumption.
  • Repel Insects: The Blackroot can, within 10 feet of it, create an invisible barrier that prevents weak insects from entering. Stronger insects that are able to power through the barrier will receive damage from this process.
  • Snare: This spell allows the Blackroot to create a snare trap that blends with its environment by altering the cord's color to match the surroundings.
  • Speak With Animals: This spell allows the Blackroot to speak to animals regardless of their intelligence and physical traits.
  • Speak With Monsters: This spell allows the Blackroot to speak to monsters regardless of their intelligence and physical traits.
  • Speak With Plants: This spell allows the Blackroot to speak to plants regardless of their intelligence and physical traits.
  • Spike Growth: The Blackroot can, in areas of moderate plant density, make a 10-foot radius of the ground look as if there were caltrops laid on it. These spikes are nearly invisible, requiring spells such as true seeing or special magic to detect traps in order to locate them. The spell's range is 60 yards.
  • Summon Insects: Within 30 yards of itself, the Blackroot can summon a swarm of insects, with 70% being flying insects and 30% crawling insects. If it uses this spell underground, there is a 30% chance of summoning giant ants.
  • Wall of Thorns: The Blackroot can create a wall of tough brush, covered in needles. It is resistant to normal fire but not magical fire.If it so chooses, the farthest edge of this wall will appear 80 yards away from the Blackroot.
  • Warp Wood: The Blackroot can cause wood to either bend or straighten. They are able to affect a 120-inch shaft and 12-inch diameter of wood from a range of 120 yards this way.

  • Blood Drain: When facing an enemy that has been knocked prone, the Undead Treant can pull root-like appendages that will drain the blood of its enemies.

    • 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. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Monster Manual 3.5e Page 245
    2. 2.0 2.1 2.2 Dragon Magazine Issue 79 Page 8
    3. 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
    4. Dungeon Magazine Issue 283 Page 92
    5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Monster Manual 4e Page 251
    6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Monster Manual 3.5e Page 313
    7. Elminsters Ecologies - Cormanthor Page 27
    8. Oriental Adventure 1e Page 70
    9. 9.0 9.1 9.2 9.3 9.4 9.5 Elminsters Ecologies - The Settled Lands Page 29
    10. 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. 11.0 11.1 11.2 Ravenloft: Monstrous Compendium II Page 118
    12. 12.0 12.1 Open Grave 4e Page 10
    13. 13.0 13.1 Open Grave 4e Page 12
    14. Open Grave 4e Page 9
    15. Monster Manual 2e Page 198
    16. 16.0 16.1 Monster Manual 2e Page 216
    17. 17.0 17.1 17.2 Monster Manual 2e Page 221
    18. 18.0 18.1 Monster Manual 2e Page 214
    19. Monster Manual 2e Page 215
    20. Monster Manual 2e Page 226
    21. 21.0 21.1 Monster Manual 2e Page 220
    22. Monster Manual 2e Page 203
    23. Monster Manual 2e Page 199
    24. Monster Manual 2e Page 200
    25. 25.0 25.1 Monster Manual 2e Page 218
    26. Monster Manual 2e Page 230
    27. Monster Manual 2e Page 208
    28. Monster Manual 2e Page 213
    29. Monster Manual 2e Page 211
    30. Monster Manual 2e Page 201
    31. Monster Manual 2e Page 202
    32. Monster Manual 2e Page 207
    33. Monster Manual 2e Page 229
    34. 34.0 34.1 34.2 34.3 34.4 Ravenloft: Monstrous Compendium I Page 51
    35. 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
    36. Player's Handbook 3.5e Page 213
    37. Player's Handbook 3.5e Page 262
    38. Player's Handbook 3.5e Page 284
    39. Player's Handbook 3.5e Page 285
    40. Player's Handbook 3.5e Page 282
    41. Player's Handbook 3.5e Page 216 - The spell Healing Circle has been renamed Cure Light Wounds, Mass
    42. Player's Handbook 3.5e Page 289
    43. Player's Handbook 3.5e Page 300
    44. Player's Handbook 3.5e Page 277
    45. Player's Handbook Page 83
    46. Player's Handbook Page 84
    47. Player's Handbook 3.5e Page 9
    48. Monster Manual 4e Page 282
    49. Player's Handbook 3.5e Page 95
    50. 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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