KING
Treant

Treant

Plant · no Crown (Neutral Good)

T3d8Minor

Awakened forest guardians, treants animate trees, their branches crushing despoilers of nature.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind14--
Sense18--
Heart16--
Cunning8--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

False Appearance

While motionless, indistinguishable from a normal tree.

Passive

Green Wood

Regains 1 Vigor at the start of its turn. Vulnerable to fire damage, and taking fire damage stops the regrowth until the end of its next turn.

Maneuvers

Maneuver

Entangling Roots

Roots erupt underfoot. Creatures within 30 ft make a Body save (DC 15) or are restrained until they break free with a Body check against DC 15.

Reactions

Reaction

Protective Barrier

When an ally within 10 ft is attacked, the treant interposes its trunk and takes the hit instead.

Tactics

GM tactics

Guards ancient forests. Warns intruders once before attacking. Uses Entangling Roots to hold a group in place, then puts its trunk between them and any ally they single out. Shows mercy to those who surrender and swear to protect the wood. Burns slowly, and holds lasting grudges against fire-users.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.