Download Complete Guide to Treants (d20 System) by Various PDF

By Various

What occurs whilst a wooded area dies? Its treant swears vengeance. find out about the darkish part of treants: fury, hatred, revenge, and the charred, undead creatures left in the back of whilst a treant burns! the full advisor to Treants is a stand-alone, world-neutral sourcebook protecting every thing you ever desired to find out about treants. It covers the conventional position of the treant as noble protector of the woodland, but additionally examines the destiny of these treants who flip to different capacity. It contains specific history fabric on treants, together with their a variety of groves, the guild-like branches of the Vine of stories, their cosmology, the deep treants of the underdark, and extra; stats and heritage at the darkish aspect of treants – similar to shadowed treants, who lodge to nice evils to guard their timber; complete stats for treants as a personality race, together with 4 new periods (Firesworn, Treeherd, Woodwarden, and Leafsinger); and, after all, new feats, spells, and different such issues. This publication makes use of the 3.0 variation of the d20 ideas set, and is absolutely appropriate with the world’s most well liked function taking part in online game.

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20 ft. with vine) Entangle (with dead plants), improved grab, constrict 1d6+7, aura of death Undead, camouflage, electricity immunity, cold and fire resistance 20, blindsight Fort +3, Ref +1, Will +2 Str 20, Dex 10, Con –, Int –, Wis 13, Cha 9 Temperate/warm forest and underground Solitary 4 1/10th coins; 50% goods; 50% items Always neutral evil 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal) COMBAT Entangle (Su): A withered assassin vine can animate dead plants within 30 feet of itself as a free action.

This effigy pulls its shallow roots from the soil and gives chase to whatever has disturbed it, its barbed limbs jerkily carrying it along with disturbing speed. If the brambleshadow’s host carried a weapon, it may bring this along, wielding it with the same skill its host did. Once whatever disturbed it is dead, the brambleshadow plants a brambleseed in the quarry’s body, then wanders off and reroots itself. Brambleshadows tend to be irritable, and not particularly fond of most mobile creatures other than treants, but they reserve most of their animus for creatures of the type that hosted them.

18 (+2 Dex, +6 natural) Slam +9/+4 melee (or masterwork longsword +10/+5 melee) Slam 1d6+3; masterwork longsword 1d8+3 5 ft. /5 ft. +2 to attacks against humanoids Plant, alternate form, blindsight Fort +7, Ref +4, Will +3 Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 8 Hide +2/+12 in forest, Move Silently +2/+12 in forest, Wilderness Lore +10 Track, martial weapon proficiencies Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement: Any forest, hill, or marsh. Solitary 8 1/10th coins; 50% goods; 50% items Always neutral 7-8 (Medium), 9-11 (Large) Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: creased by +2 and Int is decreased to 2.

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