Treant, Corrupted (CR 10)
Alignment: Neutral evil
Initiative: -2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +6, and Spot +6
Languages: Treant, Common, Sylvan
AC: 23 (-2 size, -2 Dex, +17 natural), touch 6, flat-footed 23
Hit Dice: 7d8+63 (94 hp); DR: 10/slashing
Fort +14, Ref +0, Will +5
Speed: 20 ft.
Space: 15 ft./15 ft.
Base Attack +5; Grapple +24
Attack: 2 claws +14 melee, bite +9 melee
Damage: Melee 2 slams 2d6+11, bite 2d6+5 plus contamination
Special Attacks/Actions: Improved Sunder, Power Attack, contamination (DC 22), double damage against objects, animate trees, trample 2d6+13
Abilities: Str 33, Dex 6, Con 29, Int 10, Wis 12, Cha 10
Special Qualities: Fast healing 3; Immune disease, plant traits, Resist acid 10, vulnerability to fire
Feats: Improved Sunder, Iron Will, Power Attack
Skills: Diplomacy +2, Hide -10*, Intimidate +5, Knowledge (nature) +5, Listen +6, Sense Motive +6, Spot +6, and Survival +6 (+8 aboveground)
Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)
Climate/Terrain: Temperate forest
Organization: Solitary or grove
Wretched lesions and bulging pustules mar the bark of this writhing tree. Its limbs are twisted and deformed, ending in vicious thorny claws. A gaping maw emerges from its trunk, oozing a stinking ichor.
The corrupted are the results of magic gone awry. The creation of the corrupted is an inherently chaotic and unstable process, so no two individuals, even of the same species, look anything alike. On the whole, however, most are truly hideous to behold - few could overlook the lesions, deformities, and overgrown tumors that mar their forms - and almost all are quite mad. Faced with magic powerful enough to warp a creature's entire physiology, an organ as delicate as the brain rarely goes unscathed.