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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | - | - |
| Mind | 14 | - | - |
| Sense | 18 | - | - |
| Heart | 16 | - | - |
| Cunning | 8 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
False Appearance
While motionless, indistinguishable from a normal tree.
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
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
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.