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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Evil/Brute Huge Plants?
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<blockquote data-quote="frankthedm" data-source="post: 1673260" data-attributes="member: 1164"><p>Fiendish treant? </p><p></p><p>Psudonatural treant?[make thier horrid form look like a dark young of shub-niggurath.[see below]</p><p></p><p>Dont forget that treants have an effective +7 hide in the forest and can Animate trees that act as slow treants that can remain animated for 12 days provided the Ent stays within 180 feet[36 squares]. You will need the extra models <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> when the Ents go bad, the entire forest is a weapon. </p><p></p><p>my players just burned down a 8 mile hex of forest over a single psudonatural Ent<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p><em>TREANT</em></p><p> <em></em></p><p><em>Huge Plant Hit Dice: 7d8+35 (66 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20 Base Attack/Grapple: +5/+22 Attack: Slam +12 melee (2d6+9) Full Attack: 2 slams +12 melee (2d6+9) Space/Reach: 15 ft./15 ft. Special Attacks: Animate trees, double damage against objects, trample 2d6+13 Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire Saves: Fort +10, Ref +1, Will +7 Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12 Skills: Diplomacy +3, Hide –9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground) Feats: Improved Sunder, Iron Will, Power Attack Environment: Temperate forests Organization: Solitary or grove (4–7) Challenge Rating: 8 Treasure: Standard Alignment: Usually neutral good Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan) Level Adjustment: +5</em></p><p><em></em></p><p><em>A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.</em></p><p><em></em></p><p><em>A treant is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds.</em></p><p><em></em></p><p><em>Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say “Get away from my trees!”</em></p><p><em>COMBAT</em></p><p><em></em></p><p><em>Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.</em></p><p><em></em></p><p><em>Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.</em></p><p><em></em></p><p><em>Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.</em></p><p><em></em></p><p><em>Trample (Ex): Reflex DC 22 half. The save DC is Strength-based.</em></p><p><em></em></p><p><em>Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.</em></p><p><em></em></p><p><em>Liveoak</em></p><p><em></em></p><p><em>Transmutation</em></p><p><em>Level: Drd 6 Components: V, S Casting Time: 10 minutes Range: Touch Target: Tree touched Duration: One day/level (D) Saving Throw: None Spell Resistance: No</em></p><p><em></em></p><p><em>This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can’t cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.</em></p><p><em></em></p><p><em>Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.</em></p><p><em></em></p><p><em>If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.</em></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1673260, member: 1164"] Fiendish treant? Psudonatural treant?[make thier horrid form look like a dark young of shub-niggurath.[see below] Dont forget that treants have an effective +7 hide in the forest and can Animate trees that act as slow treants that can remain animated for 12 days provided the Ent stays within 180 feet[36 squares]. You will need the extra models :) when the Ents go bad, the entire forest is a weapon. my players just burned down a 8 mile hex of forest over a single psudonatural Ent:] [i]TREANT Huge Plant Hit Dice: 7d8+35 (66 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20 Base Attack/Grapple: +5/+22 Attack: Slam +12 melee (2d6+9) Full Attack: 2 slams +12 melee (2d6+9) Space/Reach: 15 ft./15 ft. Special Attacks: Animate trees, double damage against objects, trample 2d6+13 Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire Saves: Fort +10, Ref +1, Will +7 Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12 Skills: Diplomacy +3, Hide –9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground) Feats: Improved Sunder, Iron Will, Power Attack Environment: Temperate forests Organization: Solitary or grove (4–7) Challenge Rating: 8 Treasure: Standard Alignment: Usually neutral good Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan) Level Adjustment: +5 A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree. A treant is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds. Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say “Get away from my trees!” COMBAT Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements. Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has. Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage. Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas. Liveoak Transmutation Level: Drd 6 Components: V, S Casting Time: 10 minutes Range: Touch Target: Tree touched Duration: One day/level (D) Saving Throw: None Spell Resistance: No This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can’t cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect. Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant. If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.[/i] [/QUOTE]
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