Treant, Elder (CR 25)

Colossal Plant
Alignment: Always neutral good
Initiative: +3 (-1 Dex, +4 Improved Initiative); Senses: low-light vision, Listen +63, and Spot +43
Languages: Treant, plus Common, Elven, and Sylvan.


AC: 41 (-1 Dex, -8 size, +40 natural) touch 1, flat-footed 42
Hit Dice: 50d8+920 (1,145 hp); DR: 10/-
Fort +45, Ref +21, Will +33
Speed: 60 ft.
Space: 30 ft./30 ft.
Base Attack +37; Grapple +72
Attack: Slam +51 melee
Full Attack: 2 slams +51 melee
Damage: Slam 10d6+19/19-20 (+1d6 on a critical hit)
Special Attacks/Actions: Animate trees, trample, triple damage against objects, spell-like abilities
Abilities: Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35
Special Qualities: Plant traits, SR 29
Feats: Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam); Epic Feats: Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will
Skills: Diplomacy +61, Hide -12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, and Survival +51
Advancement: 51-150 HD (Colossal)
Climate/Terrain: Any forest
Organization: Solitary or with grove of treants
Treasure/Possessions: Standard

Source: Epic Level Handbook
Web

Spell-Like Abilities: At will -- entangle, plant growth, command plants, control plants. 3/day -- wall of thorns. Caster level 20th; save DC 14 + spell level.

Trample (Ex): As a standard action during its turn each round, an elder treant can literally run over opponents at least one size category smaller than itself. This attack deals 4d12+22 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 42) for half damage.

Animate Trees (Sp): An elder treant can animate trees within 1 mile at will, controlling up to 12 trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 and fights as a treant in all respects. Animated trees lose their ability to move if the treant who animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 20th-level druid.

Bolster Treants (Sp): Once per day, an elder treant can lend some of its enormous energy to all treants and animated trees within 1 mile, gaining a +4 to attack rolls and saving throws. In addition, treants and animated trees do triple damage against objects instead of double.

Fire Vulnerability (Ex): An elder treant or animated tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success.

Half damage from Piercing (Ex): Piercing weapons deal only half damage to elder treants, with a minimum of 1 point of damage.

Triple Damage against Objects (Ex): An elder treant who makes a full attack against an object or structure deals double damage.

Skills: Elder treants receive skills and feats as though they were fey*. They have a +20 racial bonus to Hide checks made in forested areas.

Elder treants dislike moving at all and will uproot themselves only when things turn dire. They observe their foes carefully and use control plant, entangle, and wall of thorns to hinder or dissuade opponents from approaching.

If that tactic does not work, an elder treant first sends out animated trees, then treants, to deal with problems. Only when all of these tactics fail do elder treants pull themselves out of the ground to attack. They strike with two enormous branchlike claws that can inflict horrific damage.