Elder Treant

MapTool Token

NameElder Treant
Sorted NameTreant, Elder
FamilyTreant, Elder
Size and TypeColossal Plant
Hit Dice Count50
Hit Dice50d8+880 (1,105 hp)
Random Hit Points50d8+880 - 800
Initiative+3 (-1 Dex, +4 Improved Initiative)
Speed60 ft.
Armor Class41 (-1 Dex, -8 size, +40 natural), touch 1, flat-footed 41
Base Attack/Grapple+37/+72
Attack

Slam +51 (10d6+19/19-20(+1d6 on critical hit)) melee

Full Attack

2 slams +51 (10d6+19/19-20 (+1d6 on a critical hit)) melee

Space/Reach30 ft./30 ft.
Special AttacksAnimate trees, trample, triple Damage against objects, spell-like abilities
Special Qualities

Plant traits, spell resistance 29, damage reduction 10/-

SavesFort +45, Ref +17, Will +33
AbilitiesStr 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35
Skills

Diplomacy +61, Hide -12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51

Feats

Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

Epic Feats

Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will

EnvironmentAny forest
Challenge Rating25
Organization

Solitary or with grove of treants

TreasureStandard
AlignmentAlways neutral good
Advancement51-150 HD (Colossal)
VersionSRD
SourcesSystem Reference Document
Stat_Block

Elder treant; CR 25; Colossal plant; HD 50d8+880; hp 1,105; Init +3 (-1 Dex, +4 Improved Initiative); Spd 60 ft.; AC 41 (-1 dex, -8 size, +40 natural), touch 1, flat-footed 41; Base Atk +37; Grp +72; Atk +51 melee (10d6+19/19-20 [+1d6 on critical hit], slam); Full Atk +51 melee (10d6+19/19-20 [+1d6 on a critical hit], 2 slams); Space/Reach 30 ft./30 ft.; SA Animate trees, trample, triple Damage against objects, spell-like abilities; SQ Plant traits, spell resistance 29, damage reduction 10/-; AL NG; SV Fort +45, Ref +17, Will +33; Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35

Skills and Feats: Diplomacy +61, Hide -12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51; Alertness, Endurance, Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

Treant, Elder

Treant, Elder
Colossal Plant
Hit Dice:
50d8+880 (1,105 hp)
Initiative:
+3 (-1 Dex, +4 Improved Initiative)
Speed:
60 ft.
Armor Class:
41 (-1 Dex, -8 size, +40 natural), touch 1, flat-footed 41
Base Attack/Grapple:
+37/+72
Attack:
Slam +51 (10d6+19/19-20(+1d6 on critical hit)) melee
Full Attack:
2 slams +51 (10d6+19/19-20 (+1d6 on a critical hit)) melee
Space/Reach:
30 ft./30 ft.
Special Attacks:
Animate trees, trample, triple Damage against objects, spell-like abilities
Special Qualities:
Plant traits, spell resistance 29, damage reduction 10/-
Saves:
Fort +45, Ref +17, Will +33
Abilities:
Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35
Skills:
Diplomacy +61, Hide -12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51
Feats:
Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Epic Feats:
Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will
Environment:
Any forest
Organization:
Solitary or with grove of treants
Challenge Rating:
25
Treasure:
Standard
Alignment:
Always neutral good
Advancement:
51-150 HD (Colossal)

Elder treants speak the language of treants, plus Common and Sylvan.

Combat

Animate Trees (Sp): An elder treant can animate trees within 500 feet at will, controlling up to six trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves and fights as a treant in all physical respects. Animated trees lose their ability to move if the elder treant who animated them is incapacitated or moves out of range.

Trample (Ex): An elder treant can trample Gargantuan or smaller creatures for 8d20+40 points of Damage. Opponents who do not make attacks of opportunity against the elder treant can attempt a Reflex save (DC 54) to halve the Damage. The save DC is Strength-based.

Triple Damage against Objects (Ex): An elder treant that makes a full attack against an object or structure deals triple Damage.

Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.

Skills: Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas.

Spell-Like Abilities: At will-animal messenger, command plants, speak with plants, stone tell; 3/day-mass cure light wounds (plants only), plant growth, sunburst, wall of thorns; 1/day-shambler. Caster level 23rd; save DC 22 + spell level. The save DCs are Charisma-based.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Slam +51 (10d6+19/19-20(+1d6 on critical hit)) melee, or 2 slams +51 (10d6+19/19-20 (+1d6 on a critical hit)) melee

feats: ALERTNESS, ENDURANCE, GREAT FORTITUDE, IMPROVED CRITICAL (SLAM), IMPROVED INITIATIVE, IRON WILL, LIGHTNING REFLEXES, POWER ATTACK, WEAPON FOCUS (SLAM), , EPIC ENDURANCE, EPIC REFLEXES, EPIC TOUGHNESS (X4), EPIC WEAPON FOCUS (SLAM), EPIC WILL