Treants speak their own language, plus Common and Sylvan.
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 a full
round for a normal tree to uproot itself. Thereafter it moves at
a speed of 10 and fights as a treant in all respects. Animated
trees lose their ability to move if the treant who animated them
is incapacitated or moves out of range. The ability is otherwise
similar to liveoak as cast by a 12th-level druid.
Trample (Ex): A treant or animated tree can trample
Medium-size or smaller creatures for 2d12+5 points of damage.
Opponents who do not make attacks of opportunity against the
treant or animated tree can attempt a Reflex save (DC 20) to
halve the damage.
Double Damage against Objects (Ex): A treant or animated tree
that makes a full attack against an object or structure deals
double damage.
Plant: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and polymorphing. Not subject to critical
hits.
Fire Vulnerability (Ex): A treant or animated tree takes
double damage from fire attacks unless the attack allows a save,
in which case it takes double damage on a failure and no damage
on a success.
Half Damage from Piercing (Ex): Piercing weapons deal only
half damage to treants, with a minimum of 1 point of damage.
Skills: Treants receive skills as though they were fey*. They
have a +16 racial bonus to Hide checks made in forested areas.
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