Duskwood Treant
Large fey magical beast (plant)
Level 9 Elite Controller XP 400

HP 200; Bloodied 100Initiative +6
AC 23, Fortitude 23, Reflex 20, Will 22Perception+8
Speed 7 (forest walk)Low-light vision
Saving Throws +2; Action Points 1


Hide in Plain Sight

As long as the treant doesn’t move, it can pass itself off as an ordinary tree. Creatures unaware of the treant’s true nature must succeed at a DC 25 Insight check to discern it.

Wooden Body

Whenever the treant takes fire damage, it also takes ongoing 5 fire damage (save ends).

Standard Actions

Slam At-Will

Attack: Melee 2 (one creature); +14 vs. AC

Hit: 2d6 + 10 damage, and the treant slides the target 1 square.

Throw Rock At-Will

Attack: Melee 20 (one creature); +14 vs. AC

Hit: 2d6 + 10 damage, and the target falls prone.

Animate Tree At-Will

Effect: The treant animates one living tree within 10 squares of it. The tree uproots itself and can take actions starting on the treant’s next turn. The tree has the treant’s statistics, except that its Intelligence is 1 and it cannot animate trees. It acts on the treant’s initiative count. When the treant drops to 0 hit points or fewer, any trees animated by it become inanimate. The treant can animate only two trees at a time.

Str 21 (+9)                Dex 14 (+6)                Wis 19 (+8)
Con 20 (+9)                Int 12 (+5)                Cha 12 (+5)

Alignment Unaligned        Languages Common, Elven

Published in Dungeon Magazine 210.