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Converting monsters from Dungeon Magazine

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These fit nicely in a treant "hierarchy".

Treant = 7 HD, Huge
Elder Treant (WotC site version) = 32 HD, Colossal
Epic Elder Treant = 50 HD, Colossal

These appear to be Gargantuan, 16 HD.

They've also got the additional SLAs.
 


Let's work on ability scores.

Other treants scores...

Treant: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Elder Treant (non-epic): Str 42, Dex 10, Con 39, Int 17, Wis 23, Cha 18
Elder Treant (epic): Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35

Upsizing Treant to Gargantuan: Str 37, Dex 8, Con 25, Int 12, Wis 16, Cha 12

Downsizing nonepic elder treant to Gargantuan: Str 34, Dex 10, Con 35, Int 17, Wis 23, Cha 18

Int is listed as 15-16, which puts it between the two.

So how about Str 34, Dex 8, Con 31, Int 15, Wis 18, Cha 16?
 


Added to Homebrews.

Greater treants have the ability to animate and control normal trees. A greater treant can animate up to 10 normal trees at a time. It takes one round for a tree to be animated. The trees found within a greater treant’s forest are unusually large and have superior combat abilities: 14 Hit Dice, two attacks, 5d6 hp damage per attack, and MV 1.

A normal treant's ability essentially creates more treants. Should we come up with a stat block for these stronger trees?

In addition to their magic resistance, greater treants are immune to all charm-related spells.

Immunity to charms?

Greater treants have many magical abilities which they employ as a 16th-level priest. Once per round, a greater treant may use the following spell-like abilities: detect magic, entangle, know alignment, messenger, neutralize poison, and animal growth. In addition, they may also use the following abilities once per day: animal summoning III, call woodland beings, charm person or mammal, dispel magic, reflecting pool, and remove curse.

Spell-Like Abilities: At will—animal growth (DC 18), animal messenger, detect chaos/evil/good/law, detect magic, entangle (DC 14), neutralize poison (DC 17); 1/day—charm monster (DC 17), greater dispel magic, remove curse, summon nature's ally III. Caster level 16th. The save DCs are Charisma-based.

Any idea what to do with reflecting pool?
 



Summon nature's ally III is pretty bad for a creature of this level. Remember, back in the day III was actually pretty good (they didn't correspond to the spell level). Let's replace it with SNA VI or VII.
 


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