Treants combine features of trees and humans. They are peaceful by nature but deadly when angered. They hate evil and the unrestrained use of fire, considering themselves guardians of the trees.
A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.
Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say “Get away from my trees!”
Contents
Treants

Languages Common, Sylvan, treespeech
Ecology
Environment temperate forests
Special Abilities
Animate Trees (Sp)
A treant can animate trees within range at will, controlling up to its limit of trees at a time. (The range, and limit of trees controlled at once, is given in the treant’s statistics block.) 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 lesser 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. Animated trees have the same vulnerability to fire that a treant has.
Rock Throwing (Ex)
Treants have a +1 racial bonus on attack rolls with thrown rocks. A treant can hurl rocks up to two categories smaller than its size. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. The size of the range increment is listed in the treant’s statistics block.
Trample (Ex)
As a full-round action, a treant can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the bull does not need to make a check, it merely has to move over opponents in its path. Damage taken by targets of the trample is listed in the treant’s statistics block.
Targets of a trample can make an attack of opportunity, but at a −4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC is Strength-based, and is listed in the treant’s statistics block.
A treant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The treant must move in a straight line in order to trample.
Double Damage against Objects (Ex)
A treant or animated tree that makes a full attack against an object or structure deals double damage.
Skills
Treants have a +16 racial bonus on Stealth checks made to hide in forested areas.
Treant, lesser
This tall being looks much like an animated tree. Its skin is thick and brown, with a barklike texture. Its arms are gnarled like branches, and its legs look like the split trunk of a tree. Above the eyes and along the head are dozens of smaller branches from which hang great leaves.
A lesser treant is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds.
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. They use their rock throwing ability to attack man-made structures, such as loggers’ cabins.
Treant, lesser
Huge plant
Init −1; Senses low-light vision; Perception +11
Defense
AC 21, touch 7, flat-footed 21 (−2 size, −1 Dex, +14 natural)
hp 116 (8d8+80)
DR 10/slashing
Fort +11, Ref +1, Will +7
Immune plant traits
Vulnerable fire
Offense
Speed 30 ft.
Melee 2 slams +13 (2d6+9)
Ranged rock +4 (2d6+13)
Space 15 ft.; Reach 15 ft.
Spell-like Abilities
- At will—animate trees (2 trees within 180 ft.)
Special Attacks rock throwing (180 ft.), trample 2d6+13 (DC 23)
Statistics
Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Base Atk +6; CMB +17; CMD 26
Feats Improved Sunder, Iron Will, Power Attack, Skill Focus (Perception)
Skills Intimidate +5, Knowledge (nature) +8, Perception +11, Sense Motive +8, Stealth −9 (+7 when hiding in forest), Survival +8
Morale resolute (+4)
Special Qualities double damage against objects
Ecology
Organization solitary or grove (1d4+3)