Treant, Elder

Size/Type: Colossal Plant
Hit Dice: 50d8+920 (1,145 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 60 ft.
Armor Class: 41 (-1 Dex, -8 size, +40 natural)
Base Attack/Grapple: +37/+72
Attack: Slam +51 melee (10d6+19/19-20(+1d6 on critical hit))
Full Attack: 2 slams +51 melee (10d6+19/19-20 (+1d6 on a critical hit))
Space/Reach: 30 ft./30 ft.
Special Attacks: Animate trees, trample, triple damage against objects, spell-like abilities
Special Qualities: Plant traits, SR 29, DR 10/-
Saves: Fort +45, Ref +21, 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 (×4), 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.


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.


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.