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<blockquote data-quote="frankthedm" data-source="post: 3662155" data-attributes="member: 1164"><p><em>Keeper of the woods</em>, Ancient ent. <span style="font-size: 9px"><em>(ab)</em></span>User of the Improved trip and Combat brute feats.</p><p>[Sblock=19 HD Advanced treant]<strong> Advanced Treant </strong> Gargantuan Plant</p><p><strong> Hit Dice: </strong> 19d8+152 (237 hp)</p><p><strong> Initiative: </strong> –1</p><p><strong> Speed: </strong> 30 ft. (6 squares)</p><p><strong> Armor Class: </strong> 22 (–4 size, –1 Dex, +17 natural), touch 5, flat-footed 22</p><p><strong> Base Attack/Grapple: </strong> +14/+40</p><p><strong> Attack: </strong> Slam +24 melee (3d6+14)</p><p><strong> Full Attack: </strong> 2 slams +24 melee (3d6+14) {6d6+28 against objects]</p><p><strong> Full Attack *8 point PA: </strong> 2 slams +16 melee (3d6+22) {6d6+44 against objects]</p><p><strong> Full Attack *Full PA: </strong> 2 slams +10 melee (3d6+28) {6d6+56 against objects]</p><p><strong> Space/Reach: </strong> 20 ft./20 ft.</p><p><strong> Special Attacks: </strong> Animate trees, double damage against objects, trample 3d6+21</p><p><strong> Special Qualities: </strong> Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire</p><p><strong> Saves: </strong> Fort +18, Ref +7, Will +9</p><p><strong> Abilities: </strong> Str 38, Dex 8, Con 26, Int 13, Wis 16, Cha 12</p><p><strong> Skills: </strong> Diplomacy +3, Hide –1*, Intimidate +6, Knowledge (nature) +6, Listen +20, Sense Motive +8, Spot +20, Survival +8 (+10 aboveground)</p><p><strong> Feats: </strong> Improved Sunder, Lightning reflexes, Power Attack, <a href="http://www.wizards.com/default.asp?x=dnd/tt/20050530a" target="_blank">Combat brute[CW]</a>, Combat expertise, Improved trip.</p><p><strong> Environment: </strong> Temperate forests</p><p><strong> Organization: </strong> Solitary or leader of a grove (3–6 normal treants)</p><p><strong> Challenge Rating: </strong> 12</p><p><strong> Treasure: </strong> Standard</p><p><strong> Alignment: </strong> Usually neutral good</p><p><strong> Advancement: </strong> 20–21 HD (Gargantuan)</p><p>About 50 feet tall, with a “trunk” about 10 feet in diameter, this ancient ent weighs about 36,000 pounds. It speaks Treant, Common and Sylvan. </p><p></p><p>COMBAT</p><p></p><p><strong>Animate Trees (Sp):</strong> 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.</p><p><strong>Double Damage against Objects (Ex):</strong> A treant or animated tree that makes a full attack against an object or structure deals double damage.</p><p><strong>Trample (Ex):</strong> Reflex DC 33 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.[/sblock] <span style="font-size: 15px">Tactics</span></p><p></p><p><em>If still in hiding</em></p><p>Surprise round: Animate tree near foe, Animated tree takes an attack</p><p><strong>Round 1:</strong> Animate second tree near foes, which attacks if close enough while the first full attacks or uproots itself</p><p><strong>Round 2:</strong> If still hidden, Ready an action to animate another tree if one is destroyed, making a clear charge path to the foe if possible.</p><p><strong>Round 3:</strong> If The foes seem to be able to defeat the animated trees Power attack for 8 and charge foes, preferably one with a slashing weapon, one that can cast fire magic or a foe that lets the Ent charge to where he can threaten the most foes. Trip foe using improved trip feat [+30 due to Str, size and feat]. When foe is tripped, use the extra attack from improved trip to sunder an annoying weapon or shield if applicable [+24 on the opposed against a medium foe]. Then use the immediate attack from <em>Combat Brute; Cleaving sunder </em> to strike the prone foe.</p><p><strong>Round 4:</strong> Use Momentum Swing to increase damage from power attack, using sunder to negate as many foes as possible who still have slashing weapons or to grind fire casting spellcasters into compost.</p><p><strong>Round 5</strong>: If battle it turning against the treant, animate another tree or trample over foes to a better position. If foes close in on that position and draw an AoO, be sure to trip them, sunder their weapon using the extra attack from Improved trip, then use the immediate attack from Sundering Cleave to strike them on the ground.</p><p><strong>Round 6:</strong> Animate another tree and then attempt to hide or perform a charging bull rush [+32 assuming a medium foe] against a foe separated from its group to prepare for <em>Advancing Blows</em> and <em>Momentum Swing</em> in the next round</p><p></p><p><em>If found out:</em></p><p><strong>Round 1:</strong> Take full attack on weapons and armor of nearby foe to deal double damage to those, using the immediate attack from Sundering cleave to trip the foe, then sunder their other weapons or shield. If foes are not close enough to take full attack, trample the lot of them or use a charging bull rush to set up for Advancing Blows and Momentum Swing in the next round.</p><p><strong>Round 2:</strong> Take advantage of Power attack, Advancing Blows and Momentum Swing to sunder more slashing weapons or crush users of fire magic into mulch</p><p><strong>Round 3:</strong> Animate trees if needed or use full attack to crush the most annoying foe or his weapon. If that is not an option Trample as many foes as possible or charge, trip, sunder then slam an annoying spellcaster setting up for <em>Momentum Swing</em> in the next round.</p><p><strong>Round 4</strong> <em>Animate tree</em> or use tactics of a previous round[sblock=Combat Brute, Tactical feat from Complete warrior] <strong>Combat Brute [Tactical]</strong></p><p><em>You employ strength and leverage to great effect in battle.</em><strong>Prerequisites:</strong> Improved Sunder, Power Attack, base attack bonus +6.</p><p><strong>Benefit:</strong> The Combat Brute feat enables the use of three tactical maneuvers.</p><p></p><p><strong>Advancing Blows:</strong> To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.</p><p></p><p><strong>Sundering Cleave:</strong> To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.</p><p></p><p><strong>Momentum Swing: </strong> To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x1-1/2, or x3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands.</p><p><strong>Special: </strong> A fighter may select Combat Brute as one of his fighter bonus feats [/sblock]</p></blockquote><p></p>
[QUOTE="frankthedm, post: 3662155, member: 1164"] [I]Keeper of the woods[/I], Ancient ent. [SIZE=1][I](ab)[/I][/SIZE]User of the Improved trip and Combat brute feats. [Sblock=19 HD Advanced treant][b] Advanced Treant [/b] Gargantuan Plant [b] Hit Dice: [/b] 19d8+152 (237 hp) [b] Initiative: [/b] –1 [b] Speed: [/b] 30 ft. (6 squares) [b] Armor Class: [/b] 22 (–4 size, –1 Dex, +17 natural), touch 5, flat-footed 22 [b] Base Attack/Grapple: [/b] +14/+40 [b] Attack: [/b] Slam +24 melee (3d6+14) [b] Full Attack: [/b] 2 slams +24 melee (3d6+14) {6d6+28 against objects] [b] Full Attack *8 point PA: [/b] 2 slams +16 melee (3d6+22) {6d6+44 against objects] [b] Full Attack *Full PA: [/b] 2 slams +10 melee (3d6+28) {6d6+56 against objects] [b] Space/Reach: [/b] 20 ft./20 ft. [b] Special Attacks: [/b] Animate trees, double damage against objects, trample 3d6+21 [b] Special Qualities: [/b] Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire [b] Saves: [/b] Fort +18, Ref +7, Will +9 [b] Abilities: [/b] Str 38, Dex 8, Con 26, Int 13, Wis 16, Cha 12 [b] Skills: [/b] Diplomacy +3, Hide –1*, Intimidate +6, Knowledge (nature) +6, Listen +20, Sense Motive +8, Spot +20, Survival +8 (+10 aboveground) [b] Feats: [/b] Improved Sunder, Lightning reflexes, Power Attack, [url= http://www.wizards.com/default.asp?x=dnd/tt/20050530a]Combat brute[CW][/url], Combat expertise, Improved trip. [b] Environment: [/b] Temperate forests [b] Organization: [/b] Solitary or leader of a grove (3–6 normal treants) [b] Challenge Rating: [/b] 12 [b] Treasure: [/b] Standard [b] Alignment: [/b] Usually neutral good [b] Advancement: [/b] 20–21 HD (Gargantuan) About 50 feet tall, with a “trunk” about 10 feet in diameter, this ancient ent weighs about 36,000 pounds. It speaks Treant, Common and Sylvan. COMBAT [B]Animate Trees (Sp):[/B] 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. [B]Double Damage against Objects (Ex):[/B] A treant or animated tree that makes a full attack against an object or structure deals double damage. [B]Trample (Ex):[/B] Reflex DC 33 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.[/sblock] [SIZE=4]Tactics[/SIZE] [I]If still in hiding[/I] Surprise round: Animate tree near foe, Animated tree takes an attack [B]Round 1:[/B] Animate second tree near foes, which attacks if close enough while the first full attacks or uproots itself [B]Round 2:[/B] If still hidden, Ready an action to animate another tree if one is destroyed, making a clear charge path to the foe if possible. [B]Round 3:[/B] If The foes seem to be able to defeat the animated trees Power attack for 8 and charge foes, preferably one with a slashing weapon, one that can cast fire magic or a foe that lets the Ent charge to where he can threaten the most foes. Trip foe using improved trip feat [+30 due to Str, size and feat]. When foe is tripped, use the extra attack from improved trip to sunder an annoying weapon or shield if applicable [+24 on the opposed against a medium foe]. Then use the immediate attack from [I]Combat Brute; Cleaving sunder [/I] to strike the prone foe. [B]Round 4:[/B] Use Momentum Swing to increase damage from power attack, using sunder to negate as many foes as possible who still have slashing weapons or to grind fire casting spellcasters into compost. [B]Round 5[/B]: If battle it turning against the treant, animate another tree or trample over foes to a better position. If foes close in on that position and draw an AoO, be sure to trip them, sunder their weapon using the extra attack from Improved trip, then use the immediate attack from Sundering Cleave to strike them on the ground. [B]Round 6:[/B] Animate another tree and then attempt to hide or perform a charging bull rush [+32 assuming a medium foe] against a foe separated from its group to prepare for [I]Advancing Blows[/I] and [I]Momentum Swing[/I] in the next round [I]If found out:[/I] [B]Round 1:[/B] Take full attack on weapons and armor of nearby foe to deal double damage to those, using the immediate attack from Sundering cleave to trip the foe, then sunder their other weapons or shield. If foes are not close enough to take full attack, trample the lot of them or use a charging bull rush to set up for Advancing Blows and Momentum Swing in the next round. [B]Round 2:[/B] Take advantage of Power attack, Advancing Blows and Momentum Swing to sunder more slashing weapons or crush users of fire magic into mulch [B]Round 3:[/B] Animate trees if needed or use full attack to crush the most annoying foe or his weapon. If that is not an option Trample as many foes as possible or charge, trip, sunder then slam an annoying spellcaster setting up for [I]Momentum Swing[/I] in the next round. [B]Round 4[/B] [I]Animate tree[/I] or use tactics of a previous round[sblock=Combat Brute, Tactical feat from Complete warrior] [B]Combat Brute [Tactical][/B] [I]You employ strength and leverage to great effect in battle.[/I][B]Prerequisites:[/B] Improved Sunder, Power Attack, base attack bonus +6. [B]Benefit:[/B] The Combat Brute feat enables the use of three tactical maneuvers. [B]Advancing Blows:[/B] To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round. [B]Sundering Cleave:[/B] To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield. [B]Momentum Swing: [/B] To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x1-1/2, or x3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands. [B]Special: [/B] A fighter may select Combat Brute as one of his fighter bonus feats [/sblock] [/QUOTE]
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