Treant, Corrupted (CR 10)

Huge Plant
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
Treasure/Possessions: None

Source: Dragon #350

Contamination (Su) The taint that infuses a corrupted treant spreads to those it harms, contaminating both body and soul. Any creature wounded by a corrupted treant's bite attack must make a DC 22 Fortitude save or be infected with corruptive essence. This infection has effects similar to slimy doom (incubation period 1 day, damage 1d4 Constitution, must make another Fortitude save when damaged or 1 point of damage is permanent drain instead). This infection causes the victim's flesh to slowly rot away or boil up into cancerous growths. In addition, the disease prevents all forms of hit point recovery, natural or magical. These effects last as long as the disease is present in the target's system.

Double Damage Against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Animate Trees (Sp) A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (CL 12th). Animated trees have the same vulnerability to fire that a treant has.

Trample (Ex) Reflex DC 24 half. The save DC is Strength-based.

Skills *Treants have a +16 racial bonus on Hide checks made in forested areas.