d20 Goodman Games The Complete Guide to Treants.pdf

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Credits
Table of Contents
Writer: Joe Crow
Cover Artist: Thomas Denmark
Interior Artists: Tom Galambos, Thomas
Denmark
Copy Editor: Joseph Goodman
Graphic Designer: Joseph Goodman
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Chapter 1: Physiology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Chapter 2: Social Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Chapter 3: Cultural Habits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Chapter 4: Combat Strategies . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Chapter 5: Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Firesworn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Leafsinger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Treeherd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Woodwarden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
New Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Chapter 6: Treant Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Magic Seeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Living Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Chapter 7: Campaigns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Appendix 1: New Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Blasted Treant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Deep Treant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Forsaken Treant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Hollow Treant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
Brambleshadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Withered . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Appendix 2: New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Eater-of-Souls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Appendix 3: Sample NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
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Introduction
Chapter 1: Physiology
In the depths of the forests, the treants walk, silent and
powerful. Ancient beyond reckoning, these protectors of the
woodlands are the shadow that haunts the dreams of any who
would despoil the natural world. Revered by druids and elves,
their wisdom is legendary, as is their wrath against axe-wield-
ers and fire-starters.
This book is a complete guide to treants, offering role-
playing tips, treant-specific prestige classes, cultural insights,
mythology, combat strategies and variant templates for treants
and other plant creatures. It includes sample NPCs as well as
rules for playing treants as PCs. While this book covers the tre-
ant’s traditional role as guardian of the forest in great detail, it
also focuses on a different side of treants: their dark impulses.
Background and game stats are presented for a variety of un-
dead and otherwise dark treants, including hollow, blasted, and
forsaken types.
For reference, here is the standard treant stat block as pre-
sented in the MM.
Treants, sometimes called treelords, belong to a small but
diverse group of plants known as herbae vividum , animated
plants. Unlike most members of the plant kingdom, animated
plants are capable of independent motion and in many cases
act more like animals than plants. As one of the most common
intelligent plant species, treants often serve as intermediaries
between the green world of the forest and the red world of the
tool-using races.
Adult treants can range in height from sixteen feet to more
than sixty-four feet tall, though often as much as a third of this
height is made up of the crown, a wide protrusion of leafy
branches extending from the treant’s head. The tough, flexible
tissues that make up most of the internal structure of the tre-
ant’s body are nearly as dense as the wood of an ordinary tree,
and so a treant’s weight can range from 5,000 to more than
300,000 pounds.
Though roughly humanoid in outline, treants have little in
common with humanoids, physiologically speaking. The head
and the crown make up about two fifths of a treant’s height,
while the thick legs often make up less than one fifth. A treant’s
long, thin arms, located at the midpoint of the torso, are usual-
ly more than long enough for the treant to touch the ground
without bending over. The rigid, bark-like skin and powerful
internal fibers that comprise most of a treant’s torso and limbs
can twist with surprising ease and speed. Bending is much
more difficult, except at the shoulder and multiple elbow joints
in the arms, and the hip joints of the legs.
Thick, root-like toes extend in all directions from a treant’s
feet, digging into the ground for support and pushing it along
at surprising speed. Treants’ hands usually have between six
and thirteen long twig-like fingers, with at least one opposable
digit per hand. These fingers can fold into a knotted fist capa-
ble of dealing blows of tremendous force, and can also dig into
wood, stone or metal with surprising speed, causing great dam-
age.
Treant
Huge Plant
Hit Dice:
7d8+35 (66 hp)
Initiative:
-1 (Dex)
Speed:
30 ft.
AC:
20 (-2 size, -1 Dex, +13 natural)
Attacks:
2 slams +12 melee
Damage:
Slam 2d6+9
Face/Reach:
10 ft. by 10 ft./15 ft.
Special Attacks:
Animate trees, trample, double damage
against objects
Special Qualities:
Plant, fire vulnerability, half damage
from piercing
Saves:
Fort +10, Ref +1, Will +6
Abilities:
Str 29, Dex 8, Con 21,
Int 12, Wis 15, Cha 12
Skills:
Hide -9/(+7 in forests), Intimidate +8,
Knowledge (any one) +8, Listen +9,
Sense Motive +9, Spot +9, Wilderness
Lore +9
Treant faces most often resemble human faces, although
occasionally they include the facial features of other humanoid
species if these are more common in the region. They can in-
clude features from non-humanoid creatures if the dominant
tool-using race nearby is non-humanoid, though this is rare.
Treants generate humanoid speech using a hollow sound-
ing chamber located in the middle of their bodies. Treants com-
municate with each other in a much more complex fashion,
using their sounding chamber as well as creaks, groans,
rustling leaves, and specialized pollens to speak Treant. As a
result, Treant is a difficult language for humanoids to under-
stand, let alone speak.
Like ordinary plants, treants derive most of their suste-
Feats:
Iron Will, Power Attack
Climate/Terrain:
Any forest
Organization:
Solitary or grove (4-7)
Challenge Rating:
8
Treasure:
Standard
Alignment:
Always neutral good
Advancement:
8-16 HD (Huge); 17-21 HD (Gargantu-
an)
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nance by rooting themselves in the soil and basking in the sunlight. They spend between six and twelve hours a day like this,
resting in a meditative state. While resting, they are virtually indistinguishable from ordinary trees.
Treant reproduction is a complicated process. Though treants are hermaphroditic, and capable of self-germination, they most
commonly gather in small groups of three to five to germi-
nate a sapling and raise it. Treants can live
for up to five thousand years, and ru-
mors of even older treants
exist. They are physical-
ly mature at about
three hundred
years of age.
There are
three common
varieties of treants.
Trueheart treants,
the most com-
monly encoun-
tered variety,
closely resemble
oak trees and dwell in
deciduous forests of the lowlands and hills.
The second most commonly encountered type
are the Evergreen treants, who resemble pine trees and
usually frequent coniferous forests in rocky, mountain-
ous areas. Taller than the Trueheart variety, they are
renowned for their intelligence, though they’re not as
physically powerful as their more common relatives
are. Waterborne treants are the least commonly en-
countered, being found primarily in swampy
wetlands. They resemble willow trees, and are
known to be remarkably persuasive.
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Chapter 2: Social Structure
Treants are, by nature, a solitary species. While they do
gather in small groves from time to time, these groups tend to
be temporary. Of course, for such a long-lived race, temporary
can mean several hundred years. Treants focus much of their
attention on their own territories, rather than concerning them-
selves with direct social interaction. Often months or some-
times years will pass without face-to-face contact between tre-
ants with neighboring territories. “The Green comes first” is a
common saying, and treants who neglect their forests to spend
time “chattering like squirrels” acquire a reputation as unreli-
able wastrels.
Despite this apparent isolation, treants maintain an elabo-
rate communications network, using migratory birds, animals,
and insects to carry messages across vast distances. Treants
call this the “Vine of Tales.” These messages are transmitted
via specialized pollens that travelling creatures can carry for
thousands of miles, sharing the information they bear with
hundreds of treants. These pollens are secreted at will by tre-
ants, and are almost impossible for non-treants to intercept and
understand, as few species have the sensory apparatus to per-
ceive them, let alone decipher them. As a result of the Vine of
Tales, very few treants are more than six months out of touch
with treant society.
On the smaller scale, most treants do maintain some social
ties with treants in adjacent territories. Every few months or so,
neighboring treants will meet on the border of their respective
territories and spend a day or two catching up on recent events.
Larger forests can contain many territories, and periodically all
the treants of a specific area will gather for a “moot” to social-
ize, discuss larger issues, and plan serious business like the
greatly feared, but necessary, controlled burns that keep the
forest’s underbrush from collecting to dangerous levels. These
moots take place every two or three years, and can last for sev-
eral weeks.
A treant’s territory can range from five to fifty miles
across, depending on the terrain and population. Territories in
areas with large, active populations of humanoids tend to be
smaller, making it easier to respond to the problems inevitably
created by “axe-wielders,” as treants often call the tool-using
races. Monitoring and maintaining its territory is the primary
focus of a treant’s life.
Oddly enough, the borders of these territories are fairly
loose, being defined more by a mixture of consensus and con-
venience than by rigid adherence to specific geographical
markers. Treants who neglect their caretaking duties often find
their territory gradually absorbed out from under them, as their
neighbors take over maintenance duties for the areas adjacent
to their own territories. Treants “uprooted” in this fashion are
subject to a great deal of social pressure from their fellows to
mend their ways. Often an older treant will unilaterally assume
a mentoring role for one of these uprooted deviants, sometimes
spending hundreds of years attempting to correct the misguid-
ed youth.
Occasionally, some darker force will overshadow a treant,
leading it onto paths from which it cannot be rescued by moral
persuasion or social coercion. Whether rotted by some internal
bitterness of spirit or corrupted by an external evil, a shadowed
treant can become a powerful force for evil, as its close con-
nection with its territories can corrupt the very fabric of the
land. The usual response by its fellows is ostracism, followed
by a careful readjustment of the surrounding territories to min-
imize contact with the aberrant treant. So long as the corrup-
tion is contained within its territory, little further action will be
taken. Should the shadowed treant begin to encroach on its
neighbor’s territories, eventually they will band together to re-
strain the expansionist deviant.
Among treants, age, experience and wisdom determine so-
cial dominance. The physical measure of this experience and
wisdom is the health and upkeep of the treant’s territory. Tre-
ants do not express their leadership in hierarchical terms; in
fact they have no kings, chiefs, or formal offices of any recog-
nizable kind. Often, it is difficult for an outsider to tell which
particular treant in a group is the leader. How much weight
other treants give to its opinions and how often they seek out
its advice are the only real clues to who is in charge of a given
area. Even then, should the burdens of leadership distract the
elder from its duties to its own territory, the cloak of ad hoc au-
thority can quickly pass to another. “Prune one’s own branch-
es first” is a popular treant aphorism. After all, how can you
trust the advice of someone who cannot maintain his own lands
properly?
Fortunately, the glacial pace of treant social politics pre-
vents this informal system of leadership from interfering with
relations with outside societies. By the time a given elder has
faded from the political scene, many generations have passed
among the mayfly races. Even among the druidic circles that
make up most of treantkind’s social contact with other races,
the extended lifespan of the treefolk means that much of treant
politics goes unnoticed.
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