TEXT: Exotic Encounters:
  Treants
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either in the public domain, or is used 
  under a creative commons license or another license of some kind. Necromancers of the Northwest claims no copyright 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
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  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line of 
  monstrous encyclopedia that came before it, do a great 
  job of attacking the problem of providing game statistics 
  and mechanical information for a very wide variety of 
  creatures. There are a lot of strange creatures from fantasy 
  novels and movies, from ancient mythology, and, as time 
  went on, from the twisted minds of game designers and 
  even GMs, for that matter. Anyone today who tried to go 
  about creating an extensive bestiary of all the different 
  cool and interesting fantasy monsters could fill three or 
  four volumes with three hundred monsters each, and still 
  have a long way left to go, with fans crying out for various 
  “forgotten” monsters to get some attention. That kind of 
  breadth doesn’t leave a whole lot of room for depth, and 
  that’s where Exotic Encounters comes in.
   
  There are all kinds of reasons why you might 
  not want to use a monster stat-block straight from the 
  core rules. For one thing, if your players have a habit of 
  browsing through such books, or are long-time veterans 
  who know the basic ins and outs of most fantasy staples, 
  you may need an unusual stat-block just to throw them a 
  curve ball and teach them that they can’t count on their 
  out of character knowledge to take all the mystery out of 
  the game. Alternatively, many GMs can recall a time when 
  they wanted to make use of a certain monster in their 
  game, only to find that it was a few CRs too high or low for 
  what they had in mind.
   
  Exotic Encounters takes a single, iconic monster, 
  and creates three new variants on that theme. These 
  variants aren’t simple tweaks, and are more than simply 
  advancing or removing Hit Dice, though that occurs 
  as well. Each of these three variations on the monster’s 
  theme has a specific, flavorful goal in mind, and a role to 
  play, and their statistics entries are gently massaged in 
  order to make them fit those roles. Further, each of these 
  variants comes with brand new specially-crafted special 
  abilities, which are unique to Exotic Encounters and not 
  found anywhere else.
   
  This particular installment of Exotic Encounters 
  focuses on the iconic treant. These paragons of nature may 
  be fairly obvious homages to The Lord of the Ring’s ents, 
  but that doesn’t make them any less of a staple of fantasy 
  media, and tree-beings of all sorts are a fun and resonant 
  part of fantasy. The first treant in this book, the jungle 
  treant (CR 10), is more than just an ill-mannered treant 
  from a more tropical clime: its long vines animate and lash 
  out to trip or entangle foes, and its body serves as a host 
  to several swarms of angry wasps. Even more terrifying, 
  however, is the bonfire treant (CR 14), an evil, twisted 
  treant that burns with a constant and hellish supernatural 
  fire. Everything this creature touches bursts into flames, 
  and such flames are all but impossible to extinguish as 
  long as the creature still lives. The last treant in the book is 
  the old growth treant (CR 16), a massive, towering treant 
  from ancient times that can release a hail of deadly pine 
  needles, and which daring adventurers can climb upon in 
  order to better fight it.
  
  3
  Jungle Treant
   
  This massive jungle tree is covered in long, snaking 
  vines and a web of large, green leaves which turn its 
  crown into an impenetrable mass of green. Dangling and 
  crisscrossing vines surround it like a wall of ropy green 
  flesh. The bark at the base of the tree forms the image of a 
  face, which snarls at you as the tree shakes into liveliness.
  TREANT, JUNGLE 
   
                                      CR 10
  XP 9,600
  CN Huge plant
  Init -1; Senses low-light vision; Perception +13
  DEFENSE
  AC 23, touch 7, flat-footed 23 (-1 Dex, +16 natural, -2 size)
  hp 142 (15d8+75)
  Fort +14, Ref +6, Will +10
  Defensive Abilities plant traits; DR 10/slashing
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +19 (2d8+9/19-20)
  Ranged rock +9 (2d8+13)
  Space 15 ft.; Reach 15 ft.
  Special Attacks animate vines, rock throwing (180 ft.), 
  trample (2d8+13, DC 26)
  STATISTICS
  Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
  Base Atk +11; CMB +22; CMD 31
  Feats Alertness, Improved Critical (slam), Improved 
  Natural Attack (slam), Improved Sunder, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus (slam)
  Skills Diplomacy +10, Intimidate +11, Knowledge (nature) 
  +10, Perception +13, Sense Motive +10, Stealth -9 (+7 in 
  jungles); Racial Modifiers +16 Stealth in jungles
  Languages Common, Sylvan, Treant
  SQ creeping destruction, swarmhost, treespeech
  ECOLOGY
  Environment any jungle
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  Animate Vines (Sp): A jungle treant is covered in 
  various vines and creepers, which it can animate to defend 
  it. Each round, as a swift action, the jungle treant can 
  direct up to two of these vines to entangle or trip nearby 
  foes. In either case, the vines make a combat maneuver 
  check, using the jungle treant’s CMB. If the combat 
  maneuver check is successful, the target is either knocked 
  prone or gains the entangled condition. Characters that 
  become entangled in this way can free themselves as a 
  move action, without needing to make a check. The vines 
  have a reach of 30 ft.
   
  Creeping Destruction (Su): A jungle treant can 
  extend various creepers and vines from its body into a 
  structure or object, pulling it apart from the inside. This 
  inflicts 2d10 points of damage to the structure or object 
  each round, which ignores hardness. Activating this ability 
  is a full-round action, and maintaining the effect each 
  round is a swift action. The jungle treant can affect up to a 
  10-ft. cube of structure at any given time with this ability, 
  and must be adjacent to the structure or object to use this 
  ability.
   
  Swarmhost (Ex): A jungle treant’s upper branches 
  are packed with large numbers of insects, which have a 
  symbiotic relationship with the treant. At any one time, a 
  given jungle treant has 1d6+3 wasp swarms in its branches. 
  For the most part, they remain where they are, but certain 
  things can cause them to emerge and defend their treant 
  home. Any time that the jungle treant suffers 15 or more 
  points of damage from a single hit, a wasp swarm will 
  emerge from its branches and begin attacking the jungle 
  treant’s enemies. Additionally, any time that the jungle 
  treant is subject to a spell with an area of effect that deals 
  hit point damage (such as a fireball spell), all remaining 
  swarms in the jungle treant emerge and begin attacking 
  the jungle treant’s enemies. The jungle treant’s boughs 
  protect swarms that have not yet emerged, and they do 
  not suffer damage from area of effect spells, and cannot 
  be targeted while they are within the treant. Finally, if the 
  jungle treant dies, all remaining was swarms emerge in 
  1d4 rounds and begin attacking all nearby creatures. The 
  jungle treant does not directly control the wasps, but it 
  does have an empathic connection with them, and they 
  know which creatures are its enemies and which are its 
  allies.
   
  Treespeech (Ex): A treant has the ability to 
  converse with plants as if subject to a continual speak with 
  plants spell, and most plants greet them with an attitude 
  of friendly or helpful.
  Ecology
   
  It is uncertain whether jungle treants are so hostile 
  because they were raised in the much more dangerous 
  and dog-eat-dog world of the jungle, or because they are 
  in some way linked with the jungles that they come from, 
  in the same way that normal treants are linked to quiet 
  and peaceful old growth forests, but either way, jungle 
  treants are well known for having a violent reaction to 
  humans and other humanoids, and typically attack first, 
  and don’t bother to ask questions. That said, they are not 
  actually evil, and a jungle treant that is beaten in combat 
  and allowed to surrender can prove to be a valuable ally. 
  In general, jungle treants respect personal and individual 
  strength, and respect those who are able to look after 
  themselves in hostile environments. Of course, at the 
  end of the day, most jungle treants prefer simply to be left 
  alone.
  
  4
  Bonfire Treant
   
  The creature before you resembles the charred and 
  blackened remains of a tree, though its shape is vaguely 
  humanoid, with long, spindly arms ending in raking claw-like 
  branches, and a face formed of knotholes and other patterns 
  in its bark, which appears to be screaming in agony and rage. 
  The tree-creature’s most noticeable feature, however, is the 
  fact that it is on fire, and burns with a blazing intensity.
  TREANT, BONFIRE 
   
                                        CR 14
  XP 38,400
  NE Huge plant
  Init -1; Senses low-light vision; Perception +15
  Aura heat aura (30 ft., DC 27)
  DEFENSE
  AC 27, touch 7, flat-footed 27 (-1 Dex, +20 natural, -2 size)
  hp 210 (20d8+120)
  Fort +17, Ref +7, Will +11
  Defensive Abilities plant traits; DR 15/slashing
  Immune fire; Resist cold 10
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +23 (2d8+9 plus burn/19-20)
  Ranged rock +13 (2d8+13)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d8, DC 25), rock throwing (180 ft.), 
  trample (2d8+13 plus burn, DC 29)
  STATISTICS
  Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
  Base Atk +15; CMB +26; CMD 35
  Feats Ability Focus (heat aura), Alertness, Improved 
  Critical (slam), Improved Natural Attack (slam), Improved 
  Sunder, Iron Will, Lightning Reflexes, Power Attack, 
  Toughness, Weapon Focus (slam)
  Skills Diplomacy +15, Intimidate +15, Knowledge (nature) 
  +15, Perception +15, Sense Motive +12, Stealth -19; Racial 
  Modifiers -10 Stealth
  Languages Common, Sylvan, Treant
  SQ bonfire’s light
  ECOLOGY
  Environment any forest
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  Blazing Trail (Su): A bonfire treant causes the very 
  ground that it walks on to catch fire. If the bonfire treant 
  enters a square that contains flammable objects (such as 
  grass or other undergrowth, a wooden floor, etc.), those 
  squares immediately catch on fire, inflicting 1d6 points of 
  fire damage to any creature or object that enters or begins 
  its turn in that square. These flames are not affected by the 
  bonfire treant’s undying flames ability, and such fires last 
  for only 5 rounds before fading.
   
  Bonfire’s Light (Su): A bonfire treant causes the 
  light level within 60 feet of it to increase to bright light, 
  and increases the light level by one step in the area between 
  60 and 120 feet away from it. Additionally, within 60 feet 
  of a bonfire treant all invisible creatures become visible 
  as translucent versions of themselves, as the intense and 
  mystical light of the bonfire treant renders them visible.
   
  Heat Aura (Su): The air around a bonfire treant is 
  supernaturally hot. Any creature that enters or begins its 
  turn within 30 feet of the bonfire treant must succeed on a 
  Fortitude save (DC 27) or suffer 1d6 points of nonlethal fire 
  damage, and become fatigued. Characters wearing heavy 
  clothing or armor of any kind suffer a -4 penalty on this 
  saving throw. The saving throw DC is Constitution-based.
   
  Undying Flames (Su): Fires lit by a bonfire treant’s 
  burn ability are extremely difficult to put out as long as it is 
  still alive. Such fires last indefinitely as long as the creature 
  or object being burned is not entirely destroyed. Non-
  magical means of putting out the fire (including immersing 
  the creature or object entirely in water) have no effect on 
  the flames. A remove curse spell, or more powerful magic, 
  can allow the flames to be put out normally, and any spell 
  of 7th level or higher with the water descriptor can also be 
  expended in order to automatically put out such a fire, but 
  otherwise the flames cannot be put out by any means until 
  the bonfire treant is slain or the creature or object that is on 
  fire is completely consumed by the flames.
  Ecology
   
  These horrific and vengeful denizens of the forest 
  tend to be fairly short-lived, though they often wreak 
  horrible destruction before they can be destroyed. The exact 
  process by which a bonfire treant is created is unknown, 
  but it is closely linked with forest fires, and most sages 
  agree that there is a certain set of circumstances that, when 
  combined, allow a forest fire to create a bonfire treant. It 
  is widely believed that these circumstances include that 
  the forest fire be of a certain size, and that it result in the 
  death of a treant, whose charred corpse transforms into this 
  hideous creature. Some scholars believe that the fire must 
  have been set deliberately, by an intelligent creature, while 
  others believe that its source must be fiendish in origin 
  (ie., hell fire), while others still believe that the thing that 
  provides the spark for the transformation is that the death 
  of the treant must be particularly traumatic, painful, or 
  terrifying.
   
  Whatever the case, bonfire treants live for no 
  purpose other than to spread death, destruction, and fire in 
  their wake, and quickly go about doing precisely that. They 
  are viewed by normal treants in much the same way that 
  humanoid creatures view undead, and treants that learn of 
  a nearby bonfire treant will band together to destroy it, no 
  matter the cost.
  
  5
  Old Growth Treant
   
  To your horror, the immense tree that towers before 
  you suddenly groans and shifts, and you see now that the 
  strange patterns in bark that looked almost like an old, 
  wizened face blink, and a massive mouth opens, emitting a 
  thunderous sound as the behemoth treefolk stirs to life.
  TREANT, OLD GROWTH 
   
                        CR 16
  XP 76,800
  NG Colossal plant
  Init +3; Senses low-light vision; Perception +20
  DEFENSE
  AC 31, touch 1, flat-footed 31 (-1 Dex, +30 natural, -8 size)
  hp 252 (24d8+144)
  Fort +20, Ref +9, Will +16
  Defensive Abilities plant traits; DR 20/adamantine and 
  slashing; SR 27
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +26 (4d8+17/19-20)
  Space 30 ft. (60 ft. tall); Reach 30 ft.
  Special Attacks needle spray (60 ft. cone, 12d10 piercing 
  damage, Reflex DC 28 for half, usable every 1d4 rounds), 
  trample (4d6+25, DC 28)
  STATISTICS
  Str 45, Dex 8, Con 23, Int 12, Wis 22, Cha 13
  Base Atk +18; CMB +45; CMD 54
  Feats Alertness, Awesome Blow, Blind-Fight, Improved 
  Bull Rush, Improved Critical (slam), Improved Natural 
  Attack (slam), Improved Initiative, Improved Sunder, Iron 
  Will, Lightning Reflexes, Power Attack, Weapon Focus 
  (slam)
  Skills Diplomacy +18, Intimidate +18, Knowledge (nature) 
  +18, Perception +20, Sense Motive +16, Stealth -17 (-1 in 
  forests); Racial Modifiers +16 Stealth in forests
  Languages Common, Sylvan, Treant
  SQ animate trees, tree body, treespeech
  ECOLOGY
  Environment any forest
  Organization solitary or escort (1 plus 2-12 standard 
  treants)
  Treasure standard
  SPECIAL ABILITIES
   
  Animate Trees (Sp): An old growth treant can 
  animate any trees within 180 feet at will, controlling up to 
  ten trees at a time. It takes 1 full round for a tree to uproot 
  itself, after which it moves at a speed of 10 feet and fights as 
  a standard treant (although it has only one slam attack and 
  lacks the standard treant’s animation and rock-throwing 
  abilities), gaining the standard treant’s vulnerability to 
  fire. If the old growth treant that animated it terminates 
  the animation, moves out of range, or is incapacitated, the 
  tree immediately takes root wherever it is and returns to its 
  normal state.
   
  Needle Spray (Ex): As a standard action, an old 
  growth treant can unleash a barrage of needles in a 60-ft. 
  cone, inflicting 12d10 points of piercing damage to each 
  creature in the affected area. A successful Reflex save (DC 
  28) halves this damage. The old growth treant can use 
  this ability once every 1d4 rounds. The saving throw DC is 
  Constitution-based.
   
  Tree Body (Ex): An old growth treant’s bark is 
  particularly dense and thick at its base, but is less resilient 
  higher up on its body. The bottom 20 ft. of the old growth 
  treant has DR 20/admantine and slashing, as indicated in 
  its statistics entry, but 20 ft. or higher off the ground, its 
  damage reduction is only 10/slashing. Characters that have 
  climbed the old growth treant to this height and make 
  melee attacks against it, or which make ranged attacks 
  against it and specifically state that they are attacking 
  this part of its body are only subject to this lesser damage 
  reduction.
   
  A character that is on the ground and adjacent to 
  the old growth treant can attempt to climb onto it. Doing 
  so is a move action that requires a successful Acrobatics 
  check (DC 15) followed by a successful Climb check (DC 
  20). Attempting to climb onto the old growth treant in this 
  way does not provoke attacks of opportunity. If the attempt 
  is successful, the character moves into the old growth 
  treant’s space and can begin climbing up the old growth 
  treant’s body. Such characters can attack the old growth 
  treant, using the normal rules for fighting while climbing. 
  The old growth treant can attack creatures climbing on it, 
  but suffers a -8 penalty on such attacks.
   
  Reaching this section of an old growth treant by 
  means other than climbing is difficult. Branches extend 
  from its body and provide this area with both cover and 
  concealment (20% miss chance) from ranged attacks. 
  Further, any character attempting to reach this area of the 
  old growth treant’s body by flying must succeed on a DC 25 
  Fly check or be repelled by the old growth treant’s needle-
  covered branches, being unable to move into the old 
  growth treant’s space and suffering 4d6 points of piercing 
  damage.
   
  Treespeech (Ex): An old growth treant has the 
  ability to converse with plants as if subject to a continual 
  speak with plants spell, and most plants greet them with an 
  attitude of friendly or helpful.
  Ecology
   
  Old growth treants are truly ancient specimens 
  of their race, which have existed since before the dawn of 
  civilization. They are from a long-lost, primordial time, 
  and to them humanity is merely a passing trend. They 
  are revered and practically worshipped by most younger 
  treants, who do everything in their power to protect 
  these ancients, and the wisdom and experience that they 
  possess, as well as the link to the past that they symbolize.
  
  6
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  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Wyverns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Basilisks Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Nightmares Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Girallons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Gargoyles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Will o’ Wisps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettercaps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettins Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Worgs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Darkmantles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Krakens Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Couatls Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Wraiths Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Mummies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.  
  Exotic Encounters: Vargouilles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Treants Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  END OF LICENSE 
  
  Exotic Encounters: Treants
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Treants.pdf