Treant, Elder (CR 25)

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

Source: Epic Level Handbook
Web

Although most humanoids believe that treants are among the most ancient creatures in the world, few realize that there are even older and stronger such creatures that live for tens of thousands of years. Elder treants are the undisputed rulers of treantkind and firm defenders of the forests. Elves, druids, rangers, and other forest-lovers also revere them.

Elder treants are awesome to behold, towering above even some of the largest oak trees in the forest. Only rare species of redwoods have reached taller heights. Like normal treants, they combine the features of trees and humans, although it is difficult to discern their facial features with a casual glance. Their faces are kind, but ancient beyond compare, suggesting a wizened crone or sage. Their bark is scarred and blackened from occasional lightning strikes, and thickly covered with moss.

Because of their tremendous life spans, elder treants think incredibly slowly. They spend most of their time in deep meditation and communion with the forest around them. Unlike normal treants, elder treants care little about concepts like good or evil, and seldom go out of their way to provide assistance or hindrance. They are difficult to awaken from their thoughts, but terrible beyond compare when angered.

Like treants, elder treants fear nothing save fire. Their incredibly tough bark can withstand most normal blazes, accepting it as a part of nature. However, they detest any species that uses fire as a weapon -- those who burn and rape the woods without thought. Elder treants have been known to animate entire groves to seek revenge on nearby communities that use fire indiscriminately and destroy part of the forest.

Elder treants speak Treant, plus Common, Elven, and Sylvan.

Combat

Animate Trees (Sp): An elder treant can animate trees within 500 feet at will, controlling up to six trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves and fights as a treant in all physical respects. Animated trees lose their ability to move if the elder treant who animated them is incapacitated or moves out of range.

Trample (Ex): An elder treant can trample Gargantuan or smaller creatures for 8d20+40 points of damage. Opponents who do not make attacks of opportunity against the elder treant can attempt a Reflex save (DC 54) to halve the damage. The save DC is Strength-based.

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

Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.

Skills: Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas.

Spell-Like Abilities: At will - animal messenger, command plants, speak with plants, stone tell; 3/day - mass cure light wounds (plants only), plant growth, sunburst, wall of thorns; 1/day - shambler. Caster level 23rd; save DC 22 + spell level. The save DCs are Charisma-based.