Treant
Large, roughly humanoid tree-people that resemble oak trees when still
Basic Fantasy Role-Playing Game
| Armor Class | 19 |
|---|---|
| Hit Dice | 8* |
| Number Appearing | Wild 1d8, Lair 1d8 |
| Attacks | 2 fists (2d6/2d6) |
| Movement | 20' |
| Save As | Fighter: 8 |
| Morale | 9 |
| XP | 945 |
| Treasure Type | C |
Treants are a race of large, roughly humanoid tree-people. When one stands still with its legs together it cannot be easily distinguished from a normal oak tree. Their leaves are nearly identical to oak leaves, and are green in spring and summer, turning orange, red, or yellow in the fall and winter. A treant’s leaves do not normally fall out in the winter, but as some oaks also retain their leaves into cold weather this may not help in identifying one.
Being actual trees, treants are big, averaging 25 to 35 feet in height and weighing 4,000 to 5,000 pounds. Their language is difficult for most other races to learn, though Elves are known to have an advantage in mastering it. Many treants know Elvish, and some who live near humans learn Common as well.
Special Abilities
All treants have the power to animate other normal trees in their area; up to two trees can be animated at once, but the treant can release one and animate another if needed. Trees to be animated must be within 180 feet of the treant, and must remain within that range or they will return to their normal state. An animated tree requires a full round to uproot itself before it can move around, and then can move at a rate of just 10’ per round. Of course, if enemies are within reach the animated tree need not be uprooted. If the treant controlling an animated tree is slain or incapacitated, the tree returns to its normal state.
Any character or creature nearby when this happens must save vs. Death Ray to scamper away; those who fail will suffer 2d6 points of damage and will be trapped under the fallen tree. The GM should consider battlefield conditions when deciding on the exact results of such an event.
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 2 [17] |
|---|---|
| Hit Dice | 8 (36hp) |
| Number Appearing | 0 (1d8) |
| Attacks | 2 × fist (2d6) |
| THAC0 | 12 [+7] |
| Movement | 60' (20') |
| Saving Throws | D8 W9 P10 B10 S12 (8) |
| Morale | 9 |
| Alignment | Lawful |
| XP | 650 |
| Treasure Type | C |
Special Abilities
OSRIC
| Hit Dice | 7-12 (1d6+6 if randomly determined) |
|---|---|
| Number Encountered | 1d20 |
| Attacks | 2 (fists) |
| Damage | See below (depends on HD) |
| Move | 120-ft |
| Alignment | Chaotic good |
| Intelligence | Very |
| XP | 7HD: 1,295+8/hp 8HD: 1,600+10/hp 9HD: 2,050+12/hp 10HD: 2,350+13/hp 11HD: 2,750+14/hp 12HD: 3,600+16/hp |
| Treasure Type | 10d4 gems (50%); 2d4 potions (40%) |
| Size | Large |
| Frequency | Rare |
| Lair | 10% |