Treant Woodskeeper

Treant Woodskeeper
Level 13 (+6)
{{{Quote}}}
{{{Description}}}
Awareness
21
Senses
Low-light Vision
Initiative
19/1d8
Max HP
179
Resilience: +6
Healing Value: 35
Morale
3
Defenses
AC
24/31
Touch
21
Fort
24
Reflex
20
Will
21
Resistances: Weapon (DR 10, overcome by Chopping)
Vulnerabilities: Fire (1.5x)
Attributes / Saving Throws
STR
32 / 36
DEX
10 / 14
CON
21 / 25
INT
12 / 14
WIS
19 / 21
CHA
11 / 13
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 45ft / 3
Sprint 70ft / 3
At-Will
Slam
+15 vs AC (ArN 7)
Standard REC 9 • Melee Reach 15ft • One creature
2d12 + 26 (avg 39) Bludgeoning damage (Crit 14%/16)
The Treant Slams down with a massive limb on its target.
Swinging Limbs
Basic
+15 vs AC (ArN 7)
Standard REC 9 • Melee Reach 15ft • Up to 3 creatures within reach
4d12 + 4 (avg 30) Bludgeoning damage (Crit 14%/16)
The Treant swings a heavy limb through its foes. Make a single attack roll and compare it to all targets.
2d12 + 26 (avg 39) Bludgeoning damage
Grapple +21
Uses: 3
Short Rest
Wallop
Advanced
+15 vs AC (ArN 7)
Standard REC 9 • Melee Reach 15ft • One creature
4d12 + 26 (avg 52) Bludgeoning damage (Crit 14%/16)
The Treant brings down a heavy limb down on its target. On a hit, the target is Stunned for 1d6+2 segments.
Bramble Cage
 [MagicalAdvanced • Pot 1d8+6, MR No
+10 vs Reflex
Standard REC 6 • Range 200ft, Area 20 • All creatures in area
The Treant calls forth a thicket of roots and brambles, trapping all within. On a hit, targets are Restrained [SE, ST 5d10 vs STR]. Additionally, the area is considered Entangling Terrain, which persists for 1d4 rounds. The thicket not immune to damage, but quickly grows back if it is damaged or destroyed. 20 points or more of Fire damage to any 5ft square area will supress the thickets regrowth.
Uses: 3
Extended Rest
Trample
Advanced
+13 vs Reflex
Standard REC 10 • Melee Reach 15ft • All creatures whose space the Treant moves through, of medium size or larger.
4d12 + 39 (avg 65) Bludgeoning damage (Crit 4%/0)
The Treant moves up to its Skirmish Speed, Trampling all creatures within its path. On a hit, targets are knocked Prone.
Overland Movement
30 mi/day
Qualities
  • Animate Trees: The Treant can cause the trees under its care to animate and move location. It can only control a few trees at a time and the movement is slow, taking phases to hours to move a recognizable distance.
  • Tree Kin: The Treant gains a +8 Racial bonus to Stealth checks made in a forest environment. It's thick wooden bark grants it Damage Reduction (10) to Bludgeoning, Piercing, and Slashing damage, but causes Vulnerability (1.5x) to Fire damage. (inc)
  • Natural Armor: AC +3/+10, Ref +1 (inc)
Skills: Balance R5 (+13), Stealth R4 (+8), Listen R4 (+10), Spot R5 (+12), Herbalism R5 (+12), Orienteering R3 (+8), Survival R3 (+11), Investigate R2 (+6), Knowledge: Nature R5 (+12), Coercion R3 (+11), Persuasion R3 (+8), Aloofness R3 (+6), Bravery R3 (+9), Intuition R4 (+10), Tolerance R6 (+14), Suspicion R4 (+10)
Feats: Fast Initiative, Heavy Hitter, Greate Morale, Big Crit
Philosophies: Rank 2 Mental, Rank 4 Physical, Rank 6 Sylvan
Combat Training: Cast 2, Melee 2, Parry 5, Fort 3, Reflex 3, Will 3
Wits: +6, Brawn: +24
Equipment: None
Social
Languages: Treant, Common, Sylvan
Composure: 21
Charm
0
Coercion
+11
Deception
0
Manipulation
0
Persuasion
+8
Aloofness
+6
Bravery
+9
Intuition
+10
Tolerance
+14
Suspicion
+10
Prejudices:
    Motives: