18.30 Treants
All treants have the animate tree ability.
| Animate Tree | Elite action |
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The treant animates a tree to fight by its side. The tree must be no larger than the treant, and it must be the same type of tree as the treant.
The tree’s combat statistics are the same as the treant’s, except that the tree’s hit points and injury point are halved and it cannot use elite actions. This ability lasts until the treant dismisses it or uses it again. When this ability ends, the tree sets down roots in its new location if possible. Treants avoid stranding trees in unsustainable locations except in desperate circumstances.
HP 102 IP 33
Defenses Armor 9 Brawn 10 Fort 11 Ment 7 Ref 6
Vulnerable Fire
Movement 40 ft.; Land (slow)
Senses Awareness +9
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Attributes 2, 0, 5, 0, 4, -2 | Alignment Neutral |
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Accuracy +4; Brawling +3 | Power 6; 2 ✨ |
Equipment Greatclub
Traits Indwelt
Birch Treant Lore
Souls DV 7: Birch treants tend to be shy, and they try to avoid conflict if at all possible.
Birch Treant Abilities
| Embedded Growth ✨ | Elite action |
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The birch treant makes a +4 attack vs. Reflex and Fortitude against one creature within Short (30 ft.) range.
Hit: 1d10+1 damage immediately, and again during its next action. Whenever it takes damage in this way, light undergrowth briefly fills its space and all adjacent spaces.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Tripping Vine ✨ | Elite action |
Tags: Manifestation
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The birch treant makes a +5 attack vs. Brawn against one grounded creature within Short (30 ft.) range. The birch treant gains a +2 accuracy bonus if the target is in undergrowth. After the birch treant attacks, light undergrowth briefly fills the target’s space and all adjacent spaces.
Hit: The target falls prone (half speed, -2 Armor and Ref).
| Greatclub |
Standard action |
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The birch treant makes a +5 melee strike vs. Armor with its greatclub.
Hit: 1d10+6 damage.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the birch treant can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 114 IP 37
Defenses Armor 10 Brawn 11 Fort 13 Ment 9 Ref 7
Vulnerable Fire
Movement 40 ft.; Land (slow)
Senses Awareness +9
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Attributes 2, 0, 6, 0, 3, 1 | Alignment Neutral |
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Accuracy +4; Brawling +4 | Power 7; 6 ✨ |
Equipment Greatclub
Traits Indwelt
Chestnut Treant Lore
Souls DV 8: Chestnut treants tend to mischievous and outgoing. They like playing small tricks on interesting creatures that pass by.
Chestnut Treant Abilities
| Embedded Growth ✨ | Elite action |
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The chestnut treant makes a +4 attack vs. Reflex and Fortitude against one creature within Short (30 ft.) range.
Hit: 1d10+3 damage immediately, and again during its next action. Whenever it takes damage in this way, light undergrowth briefly fills its space and all adjacent spaces.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Tripping Vine ✨ | Elite action |
Tags: Manifestation
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The chestnut treant makes a +5 attack vs. Brawn against one grounded creature within Short (30 ft.) range. The chestnut treant gains a +2 accuracy bonus if the target is in undergrowth. After the chestnut treant attacks, light undergrowth briefly fills the target’s space and all adjacent spaces.
Hit: The target falls prone (half speed, -2 Armor and Ref).
| Fake Out | Standard action |
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The chestnut treant makes a +4 melee strike vs. Armor with its greatclub. If the attack result hits the target’s Reflex defense, the strike deals 3 extra damage. Otherwise, the chestnut treant briefly takes a -2 accuracy penalty against the target.
Hit: 1d10+10 damage.
| Greatclub |
Standard action |
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The chestnut treant makes a +5 melee strike vs. Armor with its greatclub.
Hit: 1d10+7 damage.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the chestnut treant can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 49 IP 28
Defenses Armor 10 Brawn 10 Fort 11 Ment 7 Ref 7
Vulnerable Fire
Movement 40 ft.; Land (slow)
Senses Awareness +8
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Attributes 2, 3, 5, 1, 2, -2 | Alignment Neutral |
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Accuracy +4; Brawling +4 | Power 5; 1 ✨ |
Equipment Greatclub
Traits Indwelt
Willow Treant Lore
Souls DV 8: Willow treants are the most agile treants, and they can twist and bend their bodies with surprising finesse. Their attitudes tend to be similarly flexible, and they can be easily persuadable.
Willow Treant Abilities
| Embedded Growth ✨ | Elite action |
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The willow treant makes a +4 attack vs. Reflex and Fortitude against one creature within Short (30 ft.) range.
Hit: 1d10+1d6 damage immediately, and again during its next action. Whenever it takes damage in this way, light undergrowth briefly fills its space and all adjacent spaces.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Tripping Vine ✨ | Elite action |
Tags: Manifestation
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The willow treant makes a +6 attack vs. Brawn against one grounded creature within Short (30 ft.) range. The willow treant gains a +2 accuracy bonus if the target is in undergrowth. After the willow treant attacks, light undergrowth briefly fills the target’s space and all adjacent spaces.
Hit: The target falls prone (half speed, -2 Armor and Ref).
| Greatclub |
Standard action |
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The willow treant makes a +4 melee strike vs. Armor with its greatclub.
Hit: 2d10+5 damage.
| Whirlwind |
Standard action |
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The willow treant makes a +5 melee strike vs. Armor with its greatclub. The strike targets all enemies adjacent to it.
Hit: 1d10+5 damage.
HP 52 IP 29
Defenses Armor 10 Brawn 12 Fort 12 Ment 10 Ref 7
Vulnerable Fire
Movement 40 ft.; Land (slow)
Senses Awareness +8
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Attributes 5, 0, 5, 1, 1, 2 | Alignment Neutral evil |
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Accuracy +4; Brawling +6 | Power 9; 6 ✨ |
Equipment Greatclub
Traits Indwelt
Darkroot Treant Lore
Souls DV 9: Darkroot treants, unlike most other treants, primarily inhabit swamps and other grimy places. Their bark is mottled with fungus, and they tend to have a more sinister demeanor than most treants.
Darkroot Treant Abilities
| Blight ✨ | Elite action |
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The darkroot treant makes a +4 attack vs. Fortitude against one living creature or plant within Short (30 ft.) range. In addition, it creates a Medium (30 ft.) radius zone around the target that persists briefly. All undergrowth in that area shrivels away into the ground, reemerging when the effect ends. If the target is a plant, including plant creatures, it gains a +10 accuracy bonus with the attack.
Hit: 1d10+1d6+3 damage.
| Poison – Wolfsbane ✨ | Elite action |
Tags: Manifestation, Poison
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The darkroot treant makes a +8 attack vs. Fortitude against one living creature it touches.
Hit: The target becomes poisoned by wolfsbane. The poison’s accuracy is +8. It deals 1d10+2 damage immediately and with each escalation. The second escalation also ends the poison.
Critical hit: The poison immediately escalates.
| Festering Greatclub | Standard action |
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The darkroot treant makes a +3 melee strike vs. Armor with its greatclub.
Hit: 1d10+9 damage. If the attack result hits the target’s Fortitude defense, the target festers. A festering creature takes 1d6+4 damage during its next action.
| Greatclub |
Standard action |
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The darkroot treant makes a +4 melee strike vs. Armor with its greatclub.
Hit: 2d10+9 damage.
HP 64 IP 35
Defenses Armor 11 Brawn 13 Fort 14 Ment 11 Ref 5
Vulnerable Fire
Movement 50 ft.; Land (slow)
Senses Awareness +8
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Attributes 4, -2, 8, 2, 1, 4 | Alignment Neutral good |
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Accuracy +5; Brawling +6 | Power 8; 8 ✨ |
Equipment Greatclub
Traits Indwelt
Pine Treant Lore
Souls DV 9: Pine treants tend to be the most steadfast treants. They are strong-willed, like oak trees. However, while oak treants are stubborn, pine treants are resolutely benevolent, sheltering all who need aid.
Pine Treant Abilities
| Embedded Growth ✨ | Elite action |
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The pine treant makes a +5 attack vs. Reflex and Fortitude against one creature within Short (30 ft.) range.
Hit: 1d10+1d6+4 damage immediately, and again during its next action. Whenever it takes damage in this way, light undergrowth briefly fills its space and all adjacent spaces.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Vineward ✨ | Elite action |
Tags: Manifestation, Swift
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Choose up to two creatures from among yourself and its allies within Medium (60 ft.) range. Each target has cover from all attacks this round.
| Wall of Thorns ✨ | Elite action |
Tags: Barrier, Manifestation, Sustain (attuneable, minor)
Cost: The pine treant briefly cannot use this ability or any other Barrier ability.
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The pine treant creates a Medium (30 ft. long) wall of thorns within Medium (60 ft.) range. The base of at least half of the wall must be in arable earth. The wall is four inches thick, but permeable. It provides cover to attacks made through the wall, but does not fully block sight. It has 24 hit points, and is destroyed when its hit points become negative. A field of light undergrowth spreads on the ground in all squares adjacent to the wall.
Creatures can pass through the wall, though it costs five extra feet of movement to move through the wall. Whenever anything passes through the wall, the pine treant makes a +5 reactive attack vs. Armor against it. The pine treant can only make this attack against a given target once per phase.
Hit: 1d6+8 damage.
Miss: Half damage.
| Greatclub |
Standard action |
Tags: Sweeping (1)
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The pine treant makes a +5 melee strike vs. Armor with its greatclub.
Hit: 2d10+8 damage.
| Prepared Defense | Standard action |
Tags: Sweeping (1)
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The pine treant makes a +5 melee strike vs. Armor with its greatclub. After making the strike, the pine treant can choose to either be briefly fortified (+2 Brawn, Fort, Ment) or briefly shielded (+2 Armor and Ref).
Hit: 1d10+8 damage.
HP 78 IP 44
Defenses Armor 12 Brawn 14 Fort 14 Ment 12 Ref 6
Vulnerable Fire
Movement 50 ft.; Land (slow)
Senses Awareness +8
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Attributes 5, -2, 7, 0, 0, 5 | Alignment Neutral |
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Accuracy +5; Brawling +7 | Power 10; 10 ✨ |
Equipment Greatclub
Traits Indwelt
Oak Treant Lore
Souls DV 10: Oak treants tend to be the most stubborn treants. They brook no guff from wayward adventurers.
Oak Treant Abilities
| Embedded Growth ✨ | Elite action |
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The oak treant makes a +5 attack vs. Reflex and Fortitude against one creature within Short (30 ft.) range.
Hit: 1d10+2d6+5 damage immediately, and again during its next action. Whenever it takes damage in this way, light undergrowth briefly fills its space and all adjacent spaces.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Entangle ✨ | Elite action |
Tags: Manifestation
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The oak treant makes a +5 attack vs. Brawn against up to two grounded creatures within Medium (60 ft.) range. The oak treant gains a +2 accuracy bonus against each target that is in undergrowth.
Hit: The target is briefly slowed (-10 speed, -2 Armor and Ref).
| Treeclub ✨ | Elite action |
Tags: Impact, Manifestation
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The oak treant makes a +1 attack vs. Armor against anything adjacent to it. The oak treant gains a +2 accuracy bonus if it or the target is adjacent to a Huge or larger tree.
Hit: 8d6 damage.
| Boneshatter |
Standard action |
Tags: Sweeping (1)
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The oak treant makes a +6 melee strike vs. Armor with its greatclub.
Hit: 1d10+10 damage.
Injury: If the attack result hits the target’s Fortitude defense, it immediately takes the damage from the strike again.
| Greatclub |
Standard action |
Tags: Sweeping (1)
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The oak treant makes a +5 melee strike vs. Armor with its greatclub.
Hit: 3d10+10 damage.
HP 86 IP 48
Defenses Armor 12 Brawn 15 Fort 15 Ment 11 Ref 6
Vulnerable Fire
Movement 50 ft.; Land (slow)
Senses Awareness +9
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Attributes 6, -2, 8, 0, 1, 2 | Alignment Neutral |
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Accuracy +6; Brawling +8 | Power 11; 7 ✨ |
Equipment Greatclub
Traits Indwelt
Cyprus Treant Lore
Souls DV 10: Cyprus treants are the most durable treants. They are virtually indestructible, and are fearsome when roused to anger.
Cyprus Treant Abilities
| Embedded Growth ✨ | Elite action |
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The cyprus treant makes a +6 attack vs. Reflex and Fortitude against one creature within Short (30 ft.) range.
Hit: 1d10+2d6+3 damage immediately, and again during its next action. Whenever it takes damage in this way, light undergrowth briefly fills its space and all adjacent spaces.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Entangle ✨ | Elite action |
Tags: Manifestation
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The cyprus treant makes a +6 attack vs. Brawn against up to two grounded creatures within Medium (60 ft.) range. The cyprus treant gains a +2 accuracy bonus against each target that is in undergrowth.
Hit: The target is briefly slowed (-10 speed, -2 Armor and Ref).
| Mass Vineward ✨ | Elite action |
Tags: Manifestation, Swift
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The cyprus treant and all allies within a Large (60 ft.) radius from itself have cover from all attacks this round.
| Greatclub |
Standard action |
Tags: Sweeping (1)
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The cyprus treant makes a +6 melee strike vs. Armor with its greatclub.
Hit: 3d10+11 damage.
| Prepared Defense | Standard action |
Tags: Sweeping (1)
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The cyprus treant makes a +7 melee strike vs. Armor with its greatclub. After making the strike, the cyprus treant can choose to either be briefly fortified (+2 Brawn, Fort, Ment) or briefly shielded (+2 Armor and Ref).
Hit: 1d10+11 damage.