Treant Species in KELLDORIA (DRAGON REALMS) | World Anvil
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Treant

Treant

 

Treants are awakened trees that dwell in ancient forests and woodlands. Although Treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats.

   

The Sleeping Tree Awakens

 

A Tree destined to become a Treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature's magic. Treants and powerful Druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home.

   

Legendary Guardians

 

After a Treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such Treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances.

 
Meeting a Forest Guardian by stuffershack
     

Protectors of the Wild

 

Even after awakening, a Treant spends much of its time living as a tree. While rooted in place, a Treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby.

 

Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest's bounty are unlikely to arouse a Treant's ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the Treant's wrath. Their most hated foes are Goblinoids.

Basic Information

Anatomy

The Treant resembles exactly what it was in the beginning,a Tree.The lower trunk splits into two creating legs and long branches bending down serve as arms.Before the Treant awakens face-like features appear in its bark.

Genetics and Reproduction

The chosen Tree meditates through a long cycle of seasons over decades or even centuries before awakening

Additional Information

Perception and Sensory Capabilities

Passive Perception 13

Civilization and Culture

Naming Traditions

Male Names

  Bittereye, Blackleaf, Brittleleaf, Duskleaf, Grayelm, Oakheart, Quickburn & Treebeard    

Female Names

  Brightbark, Brightfir, Cedarrose, Dancingwillow, Goldenbark, Moonbeam & Moonglow

Major Language Groups and Dialects

History

Elos the Druid King

 

The first Treant was awakened by The Elven Druid Elos, later becoming King of the Elosi Elves (then a God). The Treants were created using Druidic magic and Nature's own magic. The Treants were created to protect the borders of the woodland realm alerting the Elves of approaching enemies. The Elven people call them "Shepherds of the Forest" and Halflings that know of Treants call them "Tree Herders".

A Treant by dndbeyond
Origin/Ancestry
Plant (Tree)
A Tree Herder by dandwiki


Cover image: A Treant by dndbeyond

TREANT CR: 9 (5,000XP)

Huge plant, chaotic good
Armor Class: 16 (Natural Armour)
Hit Points: 138 (12D12+60)
Speed: 30 ft

STR

23 +6

DEX

8 -1

CON

21 +5

INT

12 +1

WIS

16 +3

CHA

12 +1

Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning & Piercing
Senses: Passive Perception 13
Languages: Kelldorian (Common),Druidic,Elvish,Elosi,Pelosi & Sylvan (Fey)
Challenge Rating: 9 (5,000XP)

FALSE APPEARANCE:

  WHILE THE TREANT REMAINS MOTIONLESS, IT IS INDISTINGUISHABLE FROM A NORMAL TREE.  

SIEGE MONSTER:

  THE TREANT DEALS DOUBLE DAMAGE TO S AND STRUCTURES.

Actions

MULTIATTACK:

  THE TREANT MAKES TWO SLAM ATTACKS.  

SLAM:

  MELEE WEAPON ATTACK: +10 TO HIT, REACH 5FT, ONE TARGET. HIT: 16 (3D6+6) BLUDEONING DAMAGE.    

ROCK:

  RANGED WEAPON ATTACK: +10 TO HIT, RANGE 60/180FT, ONE TARGET. HIT: 28 (4D10+6) BLUDGEONING DAMAGE.    

ANIMATE TREES (1/DAY):

  THE TREANT MAGICALLY ANIMATES ONE OR TWO TREES IT CAN SEE WITHIN 60 FEET OF IT. THESE TREES HAVE THE SAME STATISTICS AS A TREANT, EXCEPT THEY HAVE INTELLIGENCE AND CHARISMA SCORES OF 1, THEY CAN’T SPEAK, AND THEY HAVE ONLY THE SLAM ACTION OPTION. AN ANIMATED TREE ACTS AS AN ALLY OF THE TREANT. THE TREE REMAINS ANIMATE FOR 1 DAY OR UNTIL IT DIES; UNTIL THE TREANT DIES OR IS MORE THAN 120 FEET FROM THE TREE; OR UNTIL THE TREANT TAKES A BONUS ACTION TO TURN IT BACK INTO AN INANIMATE TREE. THE TREE THEN TAKES ROOT IF POSSIBLE.

Comments

Author's Notes

Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)


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