Treants


Treant Traits:
-Plant Traits
-The DC for a treant supernatural power is 12/14/16/18/20 for sprout/sapling/greater/elder/ancient treants respectively, plus an ability modifier dependent on the type of treant
-treants are lumbering, and slow, but very strong and balanced. Treants take a -2 penalty on grapple, trip, and bull rush attempts, but a +2 bonus to resist these attempts. This penalty/bonus increases by another 4 every size category above medium.
-languages: common and sylvan. Treants have deep, rumbling voices

Harvest: Some treants have a special harvest ability. This ability allows the treant to create a magical product that can be used for a special purpose. These harvest are difficult to create and very unstable. A harvest can only be produced 1/day. The magical properties of the harvest only last for 1 hour, or until it is removed more than 30 feet from the tree for more than 10 minutes. For this reason, the harvests are not very useful for trading, but they can be used in various different ways.

 

Heart Oak:

Heart Oak treants are the biggest, most powerful treants. Their limbs are strong and thick, and they are the most fearsome fighters. Their giant limbs can shield allies from enemy attacks, and their massive roots ruthlessly crush their enemies.


Heart Oak Sprout
Medium Plant
4d8+20 (38)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 16 (-1 Dex, +7 natural)
Base Attack: 3
Attack: 2 slams +8 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +8 Ref +0 Will + 2
Abilities: Str 20, Dex 8, Con 20, Int 12, Wis 12, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Powerful Limbs(Ex): A heart oak sprout especially thick and powerful limbs. They deal 1d6 damage with their slam attacks.

Branch Swat(Ex): A heart oak can use its giant branches surrounded by a thick layer of leaves to swap down attacks that target an ally or themselves. They can deflect any ranged or melee attack (including touch attacks) as an immediate action. This imposes a -4 penalty to a successful attack roll. Because they only use their hardiest branches, a heart oak treant doesn’t take damage from the attack bouncing off the branch they use to deflect the attack. Incorporeal attacks cannot be deflected.


Heart Oak Sapling
Medium Plant
9d8+54 (94)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 21 (+11 natural)
Base Attack: 6
Attack: 2 slams +14 melee (1d8+8)
Space/Reach: 5ft/5ft
Saves: Fort +12 Ref +3 Will + 5
Abilities: Str 26, Dex 10, Con 22, Int 13, Wis 14, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Powerful Limbs(Ex): A heart oak sprout especially thick and powerful limbs. They deal 1d8 damage with their slam attack and gain a +2 bonus to Strength.

Branch Swat(Ex): A heart oak can use its giant branches surrounded by a thick layer of leaves to swap down attacks that target an ally or themselves. They can deflect any ranged or melee attack (including touch attacks) as an immediate action. This imposes a -6 penalty to a successful attack roll. Because they only use their hardiest branches, a heart oak treant doesn’t take damage from the attack bouncing off the branch they use to deflect the attack. Incorporeal attacks cannot be deflected.

Crushing Roots(Ex): The heart oak’s roots expand and twist, shooting out wards to grab all nearby enemies and crush them. As a standard action, a heart oak can grapple all nearby enemies within horizontal reach, and enemies up to 5 ft above the ground (the roots can shoot above the ground a small distance). A melee touch attack is required to initiate the grapple, as normal. The treant is considered to have the improved grapple feat for the purpose of this attack. Any opponents that fails the grapple check take slam damage and must make another grapple check or be pinned for 1 round. However, as plants treants cannot contract for extended periods of time the way muscled animals can, and so the grapple is automatically released after 1 round. This attack is also very exhausting, and can only be used once every 5 rounds.



Greater Heart Oak Treant
Large Plant
14d8+98 (161)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 25 (-1 size, +1 Dex, +15 natural)
Base Attack: 10
Attack: 2 slams +20 melee (2d6+11)
Space/Reach: 10ft/10ft
Saves: Fort +16 Ref +5 Will + 7
Abilities: Str 32, Dex 12, Con 24, Int 14, Wis 16, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Powerful Limbs(Ex): A heart oak sprout especially thick and powerful limbs. They deal 2d6 damage with their slam attacks and gain a +4 bonus to Strength.

Branch Swat(Ex): A heart oak can use its giant branches surrounded by a thick layer of leaves to swap down attacks that target an ally or themselves. They can deflect any ranged or melee attack (including touch attacks) as an immediate action. This imposes a -8 penalty to a successful attack roll. Because they only use their hardiest branches, a heart oak treant doesn’t take damage from the attack bouncing off the branch they use to deflect the attack. Incorporeal attacks cannot be deflected.

Crushing Roots(Ex): The heart oak’s roots expand and twist, shooting out wards to grab all nearby enemies and crush them. As a standard action, a heart oak can grapple all nearby enemies within horizontal reach, and enemies up to 5 ft above the ground (the roots can shoot above the ground a small distance). A melee touch attack is required to initiate the grapple, as normal. The treant is considered to have the improved grapple feat for the purpose of this attack. Any opponents that fails the grapple check take slam damage and must make another grapple check or be pinned for 1 round. However, as plants treants cannot contract for extended periods of time the way muscled animals can, and so the grapple is automatically released after 1 round. This attack is also very exhausting, and can only be used once every 5 rounds.



Elder Heart Oak Treant
Huge Plant
19d8+152 (237)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 29 (-2 size, +2 Dex, +19 natural)
Base Attack: 14
Attack: 2 slams +26 melee (3d6+14)
Space/Reach: 15ft/15ft
Saves: Fort +19 Ref +8 Will + 10
Abilities: Str 38, Dex 14, Con 26, Int 15, Wis 18, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Powerful Limbs(Ex): A heart oak sprout especially thick and powerful limbs. They deal 3d6 damage with their slam attacks and gain a +6 bonus to Strength.

Branch Swat(Ex): A heart oak can use its giant branches surrounded by a thick layer of leaves to swap down attacks that target an ally or themselves. They can deflect any ranged or melee attack (including touch attacks) as an immediate action. This imposes a -10 penalty to a successful attack roll. Because they only use their hardiest branches, a heart oak treant doesn’t take damage from the attack bouncing off the branch they use to deflect the attack. Incorporeal attacks cannot be deflected.

Crushing Roots(Ex): The heart oak’s roots expand and twist, shooting out wards to grab all nearby enemies and crush them. As a standard action, a heart oak can grapple all nearby enemies within horizontal reach, and enemies up to 10 ft above the ground (the roots can shoot above the ground a medium distance). A melee touch attack is required to initiate the grapple, as normal. The treant is considered to have the improved grapple feat for the purpose of this attack. Any opponents that fails the grapple check take slam damage and must make another grapple check or be pinned for 1 round. However, as plants treants cannot contract for extended periods of time the way muscled animals can, and so the grapple is automatically released after 1 round. This attack is also very exhausting, and can only be used once every 5 rounds.

Thick Bark(Ex): The heart oak treants gains DR 5/cold iron.



Ancient Heart Oak Treant
Gargantuan Plant
24d8+216 (324)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 33 (-3 size, +3 Dex, +23 natural)
Base Attack: 18
Attack: 2 slams +32 melee (4d6+17)
Space/Reach: 20ft/20ft
Saves: Fort +23 Ref +11 Will +13
Abilities: Str 44, Dex 16, Con 28, Int 16, Wis 20, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Powerful Limbs(Ex): A heart oak sprout especially thick and powerful limbs. They deal 4d6 damage with their slam attacks and gain a +8 bonus to Strength..

Branch Swat(Ex): A heart oak can use its giant branches surrounded by a thick layer of leaves to swap down attacks that target an ally or themselves. They can deflect any ranged or melee attack (including touch attacks) as an immediate action. This imposes a -12 penalty to a successful attack roll. Because they only use their hardiest branches, a heart oak treant doesn’t take damage from the attack bouncing off the branch they use to deflect the attack. Incorporeal attacks cannot be deflected.

Crushing Roots(Ex): The heart oak’s roots expand and twist, shooting out wards to grab all nearby enemies and crush them. As a standard action, a heart oak can grapple all nearby enemies within horizontal reach, and enemies up to 15 ft above the ground (the roots can shoot above the ground a considerable distance). A melee touch attack is required to initiate the grapple, as normal. The treant is considered to have the improved grapple feat for the purpose of this attack. Any opponents that fails the grapple check take slam damage and must make another grapple check or be pinned for 1 round. However, as plants treants cannot contract for extended periods of time the way muscled animals can, and so the grapple is automatically released after 1 round. This attack is also very exhausting, and can only be used once every 5 rounds.

Thick Bark(Ex): The heart oak treants gains DR 10/cold iron.
 

 

Birch:

Birch treants are nimble, fast treants. Their spindly slender limbs are much more dextrous than other treants. Their leaves constantly shiver and their paper bark flaps as if there is a wind. With a flick of their branches they send a powerful howling wind at an enemy, or speed an ally with a wind at their back.
 

Birch Sprout
Medium Plant
4d8+16 (34)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 17 (+2 Dex, +5 natural)
Base Attack: 3
Attack: 2 slams +7 melee (1d4+4)
Space/Reach: 5ft/5ft
Saves: Fort +7 Ref +3 Will + 2
Abilities: Str 18, Dex 14, Con 18, Int 12, Wis 12, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -2 Strength, -2 Constitution, -2 natural armor and +6 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Razor Wind (Su): Birch treants have the power to summon a strong blast of wind, blowing hundreds of sharp leaves and pieces of papery bark to shred enemies apart. Razor wind can be used as a standard action in a 20 ft line or a 10 ft cone. It deals 3d4 points of half slashing, half sonic damage. A reflex save reduces this damage by half. The DC is 14 (Dexterity based).


Birch Sapling
Medium Plant
9d8+45 (84)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 22 (+5 Dex, +7 natural)
Base Attack: 6
Attack: 2 slams +11 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +11 Ref +8 Will + 5
Abilities: Str 20, Dex 20, Con 20, Int 13, Wis 14, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -4 Strength, -2 Constitution, -4 natural armor and +10 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Razor Wind (Su): Birch treants have the power to summon a strong blast of wind, blowing hundreds of sharp leaves and pieces of papery bark to shred enemies apart. Razor wind can be used as a standard action in a 20 ft line or a 10 ft cone. It deals 7d4 points of half slashing, half sonic damage. A reflex save reduces this damage by half. The DC is 19 (Dexterity based).

Twig Whip: A shudder travels through the tree, causing it to quiver momentarily. As a swift action, a birch treant can quicken a creature within close range, causing them to gain the benefit of a haste spell. This effect fades 2d4 rounds after the target moves out of close range. Only one creature can be affected at a time with this ability (if used on a new creature, the previous effect fades).


Greater Birch Treant
Medium Plant
14d8+70 (133)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 28 (+9 Dex, +9 natural)
Base Attack: 10
Attack: 2 slams +19 melee (1d8+6)
Space/Reach: 10ft/10ft
Saves: Fort +14 Ref +13 Will + 7
Abilities: Str 22, Dex 28, Con 20, Int 14, Wis 16, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A
 

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -6 Strength, -4 Constitution, -6 natural armor and +16 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Razor Wind (Su): Birch treants have the power to summon a strong blast of wind, blowing hundreds of sharp leaves and pieces of papery bark to shred enemies apart. Razor wind can be used as a standard action in a 20 ft line or a 10 ft cone. It deals 11d4 points of half slashing, half sonic damage. A reflex save reduces this damage by half. The DC is 25 (Dexterity based).

Twig Whip: A shudder travels through the tree, causing it to quiver momentarily. As a swift action, a birch treant can quicken a creature within close range, causing them to gain the benefit of a haste spell. When used on a treant, they can make one extra slam attack. This effect fades 2d4 rounds after the target moves out of close range. Two creatures can be affected at a time with this ability (if used on a new creature, the oldest effect fades).

Freedom of Movement(Su): As a standard action you can impart a freedom of movement effect, functioning as the spell. This effect fades 2d4 rounds after the target moves out of close range. Only one creature can be affected at a time with this ability (if used on a new creature, the previous effect fades).


Elder Birch Treant
Large Plant
19d8+114 (199)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 32 (-1 size, +12 Dex, +11 natural)
Base Attack: 14
Attack: 2 slams +26 melee (2d6+7)
Space/Reach: 15ft/15ft
Saves: Fort +17 Ref +18 Will + 10
Abilities: Str 24, Dex 34, Con 22, Int 15, Wis 18, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -8 Strength, -4 Constitution, -8 natural armor and +20 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Razor Wind (Su): Birch treants have the power to summon a strong blast of wind, blowing hundreds of sharp leaves and pieces of papery bark to shred enemies apart. Razor wind can be used as a standard action in a 20 ft line or a 10 ft cone. It deals 15d4 points of half slashing, half sonic damage. A reflex save reduces this damage by half. The DC is 30 (Dexterity based).

Twig Whip: A shudder travels through the tree, causing it to quiver momentarily. As a swift action, a birch treant can quicken a creature within close range, causing them to gain the benefit of a haste spell. When used on a treant, they can make one extra slam attack. This effect fades 2d4 rounds after the target moves out of close range. Three creatures can be affected at a time with this ability (if used on a new creature, the oldest effect fades).

Freedom of Movement(Su): As a standard action you can impart a freedom of movement effect, functioning as the spell. This effect fades 2d4 rounds after the target moves out of close range. Two creatures can be affected at a time with this ability (if used on a new creature, the previous effect fades).


Ancient Birch Treant
Large Plant
24d8+144 (252)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 39 (-1 size, +16 Dex, +13 natural)
Base Attack: 18
Attack: 2 slams +34 melee (2d8+8)
Space/Reach: 20ft/20ft
Saves: Fort +20 Ref +24 Will +13
Abilities: Str 26, Dex 42, Con 22, Int 16, Wis 20, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -10 Strength, -6 Constitution, -10 natural armor and +26 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Razor Wind (Su): Birch treants have the power to summon a strong blast of wind, blowing hundreds of sharp leaves and pieces of papery bark to shred enemies apart. Razor wind can be used as a standard action in a 20 ft line or a 10 ft cone. It deals 19d4 points of half slashing, half sonic damage. A reflex save reduces this damage by half. The DC is 36 (Dexterity based).

Twig Whip: A shudder travels through the tree, causing it to quiver momentarily. As a swift action, a birch treant can quicken a creature within close range, causing them to gain the benefit of a haste spell. When used on a treant, they can make one extra slam attack. This effect fades 2d4 rounds after the target moves out of close range. Four creatures can be affected at a time with this ability (if used on a new creature, the oldest effect fades).

Freedom of Movement(Su): As a standard action you can impart a freedom of movement effect, functioning as the spell. This effect fades 2d4 rounds after the target moves out of close range. Three creatures can be affected at a time with this ability (if used on a new creature, the previous effect fades).

 

Weeping Willow:

Weeping Willows are the most durable, hardy treants, capable of taking massive amounts of punishment. Through their natural empathy with other creatures, they can even take the damage of others, with only droplets of water running down their trunk as evidence of their burden.
 

Weeping Willow Sprout
Medium Plant
4d8+20 (38)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 16 (-1 Dex, +7 natural)
Base Attack: 3
Attack: 2 slams +8 melee (1d4+5)
Space/Reach: 5ft/5ft
Saves: Fort +8 Ref +0 Will + 2
Abilities: Str 20, Dex 8, Con 20, Int 12, Wis 12, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Suffering Absorption(Su): A weeping willow is naturally able to empathize and absorb the pain of other creatures. Without action, whenever any living ally within 30 ft takes damage, the weeping willow can absorb up to half of that damage (taking this damage itself). The weeping willow has a suffering pool limit of the Botanist’s level * their wisdom modifier, which is the maximum amount of damage they can absorb. As the weeping willow takes damage, tears of water trickle down its trunk and branches. The weeping willow can only absorb more damage after it replenishes this water it lost, which requires one gallon for every 10 points of damage. Water can be poured on its branches, trunk, or roots. Running water can be immediately absorbed, but still water can only be absorbed more slowly (such as when the willow stands in a pond). Still water only replenishes 5 points of damage/round.


Weeping Willow Sapling
Medium Plant
9d8+63 (103)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 21 (+11 natural)
Base Attack: 6
Attack: 2 slams +13 melee (1d6+7)
Space/Reach: 5ft/5ft
Saves: Fort +13 Ref +3 Will + 5
Abilities: Str 24, Dex 10, Con 24, Int 13, Wis 14, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Suffering Absorption(Su): A weeping willow is naturally able to empathize with the pain of other creatures. They gain a +2 bonus to Constitution. Without action, whenever any living ally within 30 ft takes damage, the weeping willow can absorb up to half of that damage (taking this damage itself). The weeping willow has a suffering pool limit of the Botanist’s level * their wisdom modifier, which is the maximum amount of damage they can absorb. As the weeping willow takes damage, tears of water trickle down its trunk and branches. The weeping willow can only absorb more damage after it replenishes this water it lost, which requires one gallon for every 10 points of damage. Water can be poured on its branches, trunk, or roots. Running water can be immediately absorbed, but still water can only be absorbed more slowly (such as when the willow stands in a pond). Still water only replenishes 5 points of damage/round.

Whomp Whomp(Ex): When a weeping willow’s suffering pool is depleted, it undergoes a powerful vengeful transformation. Leaves fall off its branches, its trunk thickens, and thick powerful knobs of wood grow and harden on the end of its limbs. This grants a +2 bonus to strength, and a +10 bonus to movespeed. This transformation lasts for 1 minute.

Crystal Sap(Harvest): A weeping willow can produce large, glistening, teardrop shaped orbs of sap. When used as a spell component, they can replace up to half the cost of any diamond dust used. Alternatively, these mildly sweet and refreshing liquid orbs can be consumed to heal 1d3 points of ability damage and remove the fatigued condition. Two crystal sap tears can be produced per day.


Greater Weeping Willow Treant
Large Plant
14d8+126 (189)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 25 (-1 size, +1 Dex, +15 natural)
Base Attack: 10
Attack: 2 slams +18 melee (1d8+9)
Space/Reach: 10ft/10ft
Saves: Fort +18 Ref +5 Will + 7
Abilities: Str 28, Dex 12, Con 28, Int 14, Wis 16, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Suffering Absorption(Su): A weeping willow is naturally able to empathize with the pain of other creatures. They gain a +4 bonus to Constitution. Without action, whenever any living ally within 30 ft takes damage, the weeping willow can absorb up to half of that damage (taking this damage itself). The weeping willow has a suffering pool limit of the Botanist’s level * their wisdom modifier, which is the maximum amount of damage they can absorb. As the weeping willow takes damage, tears of water trickle down its trunk and branches. The weeping willow can only absorb more damage after it replenishes this water it lost, which requires one gallon for every 10 points of damage. Water can be poured on its branches, trunk, or roots. Running water can be immediately absorbed, but still water can only be absorbed more slowly (such as when the willow stands in a pond). Still water only replenishes 5 points of damage/round. Also grants a +4 bonus to Constitution.

Whomp Whomp(Ex): When a weeping willow’s suffering pool is depleted, it undergoes a powerful vengeful transformation. Leaves fall off its branches, its trunk thickens, and thick powerful knobs of wood grow and harden on the end of its limbs. This grants a +4 bonus to strength, and a +15 bonus to movespeed. This transformation lasts for 1 minute.

Crystal Sap(Harvest): A weeping willow can produce large, glistening, teardrop shaped orbs of sap. When used as a spell component, they can replace up to half the cost of any diamond dust used. Alternatively, these mildly sweet and refreshing liquid orbs can be consumed to heal 1d6 points of ability damage and remove the fatigued condition. Two crystal sap tears can be produced per day.

Exhausting Rain(Su): As a swift action, you can drizzle rain on nearby enemies. You can drizzle on up to four connected 5 ft cubes within melee attack range. Creatures under the drizzle are exhausted. A successful fort saving throw negates this. The DC is 25. The DC is Constitution based.



Elder Weeping Willow Treant
Large Plant
19d8+209 (294)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 30 (-1 size, +2 Dex, +19 natural)
Base Attack: 14
Attack: 2 slams +24 melee (2d6+11)
Space/Reach: 15ft/15ft
Saves: Fort +22 Ref +8 Will + 10
Abilities: Str 32, Dex 14, Con 32, Int 15, Wis 18, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Suffering Absorption(Su): A weeping willow is naturally able to empathize with the pain of other creatures. They gain a +6 bonus to Constitution. Without action, whenever any living ally within 30 ft takes damage, the weeping willow can absorb up to half of that damage (taking this damage itself). The weeping willow has a suffering pool limit of the Botanist’s level * their wisdom modifier, which is the maximum amount of damage they can absorb. As the weeping willow takes damage, tears of water trickle down its trunk and branches. The weeping willow can only absorb more damage after it replenishes this water it lost, which requires one gallon for every 10 points of damage. Water can be poured on its branches, trunk, or roots. Running water can be immediately absorbed, but still water can only be absorbed more slowly (such as when the willow stands in a pond). Still water only replenishes 5 points of damage/round. Also grants a +6 bonus to Constitution.

Whomp Whomp(Ex): When a weeping willow’s suffering pool is depleted, it undergoes a powerful transformation, becoming a whomping willow. Leaves fall off its branches, its trunk thickens, and thick powerful knobs of wood grow and harden on the end of its limbs. This grants a +6 bonus to strength, and a +20 bonus to movespeed. This transformation lasts for 1 minute.

Crystal Sap(Harvest): A weeping willow can produce large, glistening, teardrop shaped orbs of sap. When used as a spell component, they can replace up to half the cost of any diamond dust used. Alternatively, these mildly sweet and refreshing liquid orbs can be consumed to heal 2d4 points of ability damage and remove the fatigued condition. Two crystal sap tears can be produced per day.

Exhausting Rain(Su): As a swift action, you can drizzle rain on nearby enemies. You can drizzle on up to six connected 5 ft cubes within melee attack range. Creatures under the drizzle are exhausted. A successful fort saving throw negates this. The DC is 30. The DC is Constitution based.


Ancient Weeping Willow Treant
Huge Plant
24d8+310 (414)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 33 (-2 size, +3 Dex, +23 natural)
Base Attack: 18
Attack: 2 slams +29 melee (2d8+13)
Space/Reach: 20ft/20ft
Saves: Fort +27 Ref +11 Will +13
Abilities: Str 36, Dex 16, Con 36, Int 16, Wis 20, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Suffering Absorption(Su): A weeping willow is naturally able to empathize with the pain of other creatures. They gain a +8 bonus to Constitution. Without action, whenever any living ally within 30 ft takes damage, the weeping willow can absorb up to half of that damage. The weeping willow has a suffering pool limit of the Botanist’s level * their wisdom modifier, which is the maximum amount of damage they can absorb. As the weeping willow takes damage, tears of water trickle down its trunk and branches. The weeping willow can only absorb more damage after it replenishes this water it lost, which requires one gallon for every 10 points of damage. Water can be poured on its branches, trunk, or roots. Running water can be immediately absorbed, but still water can only be absorbed more slowly (such as when the willow stands in a pond). Still water only replenishes 5 points of damage/round. Also grants a +8 bonus to Constitution.

Whomp Whomp(Ex): When a weeping willow’s suffering pool is depleted, it undergoes a powerful transformation, becoming a whomping willow. Leaves fall off its branches, its trunk thickens, and thick powerful knobs of wood grow and harden on the end of its limbs. This grants a +8 bonus to strength, and a +30 bonus to movespeed. This transformation lasts for 1 minute.

Crystal Sap(Harvest): A weeping willow can produce large, glistening, teardrop shaped orbs of sap. When used as a spell component, they can replace up to half the cost of any diamond dust used. Alternatively, these mildly sweet and refreshing liquid orbs can be consumed to heal 2d6 points of ability damage and remove the fatigued condition. Two crystal sap tears can be produced per day.

Exhausting Rain(Su): As a swift action, you can drizzle rain on nearby enemies. You can drizzle on up to six connected 5 ft cubes within melee attack range. Creatures under the drizzle are exhausted. A successful fort saving throw reduces this to fatigue. The DC is 36. The DC is Constitution based.
 

 

Cherry Blossom:

Cherry Blossoms are the most graceful, and beautiful of treants. Their roots carry them over the ground with such elegance its as if they weighed no more than a large orc. Their branches are filled with beautiful pink cherry blossom flowers. Although they look delicate, cherry blossom treants can be quite dangerous. Their petals can explode into a deadly mist, or they can unleash a powerful hurricane to shield allies from enemy attacks.
 

Cherry Blossom Sprout
Medium Plant
4d8+16 (34)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 17 (+2 Dex, +5 natural)
Base Attack: 3
Attack: 2 slams +7 melee (1d4+4)
Space/Reach: 5ft/5ft
Saves: Fort +7 Ref +3 Will + 2
Abilities: Str 18, Dex 14, Con 18, Int 12, Wis 12, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -2 Strength, -2 Constitution, -2 natural armor and +6 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Cherry Bomb(Su): Cherry Blossom treants can launch a bundle of cherry flowers, which vaporize into a burst of crimson acid. A bundle can be launched 30 ft as a standard action, which explodes in an up to 5 ft radius. This deals 3d4 points of acid damage. A reflex save reduces this damage by half. Enemies who fail their save burn from the acid for half damage for 1 round afterward. The DC is 14 (Dexterity based).


Cherry Blossom Sapling
Medium Plant
9d8+45 (84)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 22 (+5 Dex, +7 natural)
Base Attack: 6
Attack: 2 slams +11 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +11 Ref +8 Will + 5
Abilities: Str 20, Dex 20, Con 20, Int 13, Wis 14, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -4 Strength, -2 Constitution, -4 natural armor and +10 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Cherry Bomb(Su): Cherry Blossom treants can launch a bundle of cherry flowers, which vaporize into a burst of crimson acid. A bundle can be launched 40 ft as a standard action, which explodes in an up to 5 ft radius. This deals 7d4 points of acid damage. A reflex save reduces this damage by half. Enemies who fail their save burn from the acid for half damage for 1 round afterward. The DC is 19 (Dexterity based).

Aromatherapy(Su): Cherry Blossom treants can protect their allies against attacks against the wellness of their bodies. This grants a +8 bonus on saves against poison and disease. Sickening is also suppressed, and nausea is reduced to sickening. This affects all allies in a 30 ft radius.



Greater Cherry Blossom Treant
Medium Plant
14d8+70 (133)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 28 (+9 Dex, +9 natural)
Base Attack: 10
Attack: 2 slams +19 melee (1d8+6)
Space/Reach: 10ft/10ft
Saves: Fort +14 Ref +13 Will + 7
Abilities: Str 22, Dex 28, Con 20, Int 14, Wis 16, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -6 Strength, -4 Constitution, -6 natural armor and +16 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Cherry Bomb(Su): Cherry Blossom treants can launch a bundle of cherry flowers, which vaporize into a burst of crimson acid. A bundle can be launched 40 ft as a standard action, which explodes in an up to 5 ft radius. This deals 11d4 points of acid damage. A reflex save reduces this damage by half. Enemies who fail their save burn from the acid for half damage for 1 round afterward. The DC is 25 (Dexterity based).

Aromatherapy(Su): Cherry Blossom treants can protect their allies against attacks against the wellness of their bodies. This grants a +10 bonus on saves against poison and disease. Sickening is also suppressed, and nausea is reduced to sickening. This affects all allies in a 40 ft radius.

Blossom Storm(Su): As a swift action, thousands of cherry blossom petals detach from your branches and begin to fly a massive whirlwind. This 70 foot radius storm of petals cleanses and purifies the air. Any dust, toxin, poison, fog cloud, or spore is removed as the air is completely purified. These magical petals also cling to allies, orbiting around around them individually in dense clouds. This grants a magical protection effect that deflects attacks and interferes with targeted abilities. Any attack, direct, targeted, or area of effect has a 20% chance of being blocked. This ability lasts for 2 rounds and follows the treant (it is always centered on the treant). It can be used once every 5 rounds.


Elder Cherry Blossom Treant
Large Plant
19d8+114 (199)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 32 (-1 size, +12 Dex, +11 natural)
Base Attack: 14
Attack: 2 slams +26 melee (2d6+7)
Space/Reach: 15ft/15ft
Saves: Fort +17 Ref +18 Will + 10
Abilities: Str 24, Dex 34, Con 22, Int 15, Wis 18, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -8 Strength, -4 Constitution, -8 natural armor and +20 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Cherry Bomb(Su): Cherry Blossom treants can launch a bundle of cherry flowers, which vaporize into a burst of crimson acid. A bundle can be launched 40 ft as a standard action, which explodes in an up to 5 ft radius. This deals 15d4 points of acid damage. A reflex save reduces this damage by half. Enemies who fail their save burn from the acid for half damage for 1 round afterward. The DC is 30 (Dexterity based).

Aromatherapy(Su): Cherry Blossom treants can protect their allies against attacks against the wellness of their bodies. This grants a +12 bonus on saves against poison and disease. Sickening is also suppressed, and nausea is reduced to sickening. This affects all allies in a 50 ft radius.

Blossom Storm(Su): As a swift action, thousands of cherry blossom petals detach from your branches and begin to fly a massive whirlwind. This 60 foot radius storm of petals cleanses and purifies the air. Any dust, toxin, poison, fog cloud, or spore is removed as the air is completely purified. These magical petals also cling to allies, orbiting around around them individually in dense clouds. This grants a magical protection effect that deflects attacks and interferes with targeted abilities. Any attack, direct, targeted, or area of effect has a 20% chance of being blocked. This ability lasts for 3 rounds (it is always centered on the treant). It can be used once every 5 rounds.


Ancient Cherry Blossom Treant
Large Plant
24d8+144 (252)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 39 (-1 size, +16 Dex, +13 natural)
Base Attack: 18
Attack: 2 slams +34 melee (2d8+8)
Space/Reach: 20ft/20ft
Saves: Fort +20 Ref +24 Will +13
Abilities: Str 26, Dex 42, Con 22, Int 16, Wis 20, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -10 Strength, -6 Constitution, -10 natural armor and +26 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Cherry Bomb(Su): Cherry Blossom treants can launch a bundle of cherry flowers, which vaporize into a burst of crimson acid. A bundle can be launched 40 ft as a standard action, which explodes in an up to 5 ft radius. This deals 19d4 points of acid damage. A reflex save reduces this damage by half. Enemies who fail their save burn from the acid for half damage for 1 round afterward. The DC is 36 (Dexterity based).

Aromatherapy(Su): Cherry Blossom treants can protect their allies against attacks against the wellness of their bodies. This grants a +14 bonus on saves against poison and disease. Sickening is also suppressed, and nausea is reduced to sickening. This affects all allies in a 60 ft radius.

Blossom Storm(Su): As a swift action, thousands of cherry blossom petals detach from your branches and begin to fly a massive whirlwind. This 80 foot radius storm of petals cleanses and purifies the air. Any dust, toxin, poison, fog cloud, or spore is removed as the air is completely purified. These magical petals also cling to allies, orbiting around around them individually in dense clouds. This grants a magical protection effect that deflects attacks and interferes with targeted abilities. Any attack, direct, targeted, or area of effect has a 20% chance of being blocked. This ability can be used activated and deactivated as a swift action.

 

Moon Lily:

Moon Lily Treants are serene, mysterious treants. Their dark branches are filled with pale, glowing leaves that omit a comforting light while at the same time casting ominous dancing shadows.


Moon Lily Sprout
Medium Plant
4d8+20 (38)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 16 (-1 Dex, +7 natural)
Base Attack: 3
Attack: 2 slams +8 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +8 Ref +0 Will + 3
Abilities: Str 20, Dex 8, Con 20, Int 12, Wis 14, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Lunar Cycle(Ex): Moon lily treants are naturally at home in softer illumination settings that are too dim for other treants. If a moon lily treant gains the chlorophyll ability, they can regenerate in moonlight as if it were true sunlight. Their photosynthesis rate is also not reduced in shadowy illumination. They also gain a +2 bonus to Wisdom.

Night Shade(Su): All the lilies in the treant glow a pearly white light as the shadow of its branches flickers rapidly. A target creatures within medium range takes 3d4 points of damage. They also must make a will save or suffer from harmful effect that causes their form to flicker rapidly for 1 round. This causes the target to be vulnerable to both corporal and incorporeal attacks, and their attacks to be treated as corporal or incorporeal, whichever is least beneficial at the time (in other words, all attacks have a 50% miss chance). Ghost touch weapons or similar effects do not allow them to overcome the negative effects of this ability. The DC for the will save is 14 (Wisdom based).


Moon Lily Sapling
Medium Plant
9d8+54 (94)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 21 (+11 natural)
Base Attack: 6
Attack: 2 slams +13 melee (1d8+7)
Space/Reach: 5ft/5ft
Saves: Fort +12 Ref +3 Will + 7
Abilities: Str 24, Dex 10, Con 22, Int 13, Wis 18, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Lunar Cycle(Ex): Moon lily treants are naturally at home in softer illumination settings that are too dim for other treants. If a moon lily treant gains the chlorophyll ability, they can regenerate in moonlight as if it were true sunlight. Their photosynthesis rate is also not reduced in shadowy illumination. They also gain a +4 bonus to Wisdom.

Night Shade(Su): All the lilies in the treant glow a pearly white light as the shadow of its branches flickers rapidly. A target creatures within medium range takes 6d4 points of damage. They also must make a will save or suffer from harmful effect that causes their form to flicker rapidly for 1d2 rounds. This causes the target to be vulnerable to both corporal and incorporeal attacks, and their attacks to be treated as corporal or incorporeal, whichever is least beneficial at the time (in other words, all attacks have a 50% miss chance). Ghost touch weapons or similar effects do not allow them to overcome the negative effects of this ability. The DC for the will save is 18 (Wisdom based).


Ethereal Luminescence(Su): The moon lily treant glows with a silvery aura. All allies within 60 feet can strike incorporeal creatures normally (spells, weapons, and other attacks don’t suffer the normal 50% miss chance).





Greater Moon Lily Treant
Large Plant
14d8+98 (161)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 25 (-1 size, +1 Dex, +15 natural)
Base Attack: 10
Attack: 2 slams +18 melee (2d6+9)
Space/Reach: 10ft/10ft
Saves: Fort +16 Ref +5 Will + 10
Abilities: Str 28, Dex 12, Con 24, Int 14, Wis 22, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Lunar Cycle(Ex): Moon lily treants are naturally at home in softer illumination settings that are too dim for other treants. If a moon lily treant gains the chlorophyll ability, they can regenerate in moonlight as if it were true sunlight. Their photosynthesis rate is also not reduced in shadowy illumination. They also gain a +6 bonus to Wisdom.

Night Shade(Su): All the lilies in the treant glow a pearly white light as the shadow of its branches flickers rapidly. A target creatures within medium range takes 9d4 points of damage. They also must make a will save or suffer from harmful effect that causes their form to flicker rapidly for 1d3 rounds. This causes the target to be vulnerable to both corporal and incorporeal attacks, and their attacks to be treated as corporal or incorporeal, whichever is least beneficial at the time (in other words, all attacks have a 50% miss chance). Ghost touch weapons or similar effects do not allow them to overcome the negative effects of this ability. The DC for the will save is 22 (Wisdom based).


Ethereal Luminescence(Su): The moon lily treant glows with a silvery aura. All allies within 60 feet can strike incorporeal creatures normally (spells, weapons, and other attacks don’t suffer the normal 50% miss chance). All attack also gain +1d6 force damage.

Eternal Grace(Su): This ability functions as resurgence. Useable as a standard action with close range. This ability can be used once every 5 rounds.




Elder Moon Lily Treant
Large Plant
19d8+152 (237)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 29 (-2 size, +2 Dex, +19 natural)
Base Attack: 14
Attack: 2 slams +24 melee (3d6+11)
Space/Reach: 15ft/15ft
Saves: Fort +19 Ref +8 Will + 14
Abilities: Str 32, Dex 14, Con 26, Int 15, Wis 26, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Lunar Cycle(Ex): Moon lily treants are naturally at home in softer illumination settings that are too dim for other treants. If a moon lily treant gains the chlorophyll ability, they can regenerate in moonlight as if it were true sunlight. Their photosynthesis rate is also not reduced in shadowy illumination. They also gain a +8 bonus to Wisdom.

Night Shade(Su): All the lilies in the treant glow a pearly white light as the shadow of its branches flickers rapidly. A target creatures within medium range takes 12d4 points of damage. They also must make a will save or suffer from harmful effect that causes their form to flicker rapidly for 1d4 rounds. This causes the target to be vulnerable to both corporal and incorporeal attacks, and their attacks to be treated as corporal or incorporeal, whichever is least beneficial at the time (in other words, all attacks have a 50% miss chance). Ghost touch weapons or similar effects do not allow them to overcame the negative effects of this ability. The DC for the will save is 26 (Wisdom based).

Ethereal Luminescence(Su) : The moon lily treant glows with a silvery aura. All allies within 60 feet can strike incorporeal creatures normally (spells, weapons, and other attacks don’t suffer the normal 50% miss chance). All attacks also gain +2d4 force damage and allies gain a +2 bonus to AC against touch attacks only.

Eternal Grace(Su): This ability functions as resurgence or mass resurgence. It takes a standard action to use mass resurgence, and a swift action to use resurgence. This ability can be used once every 5 rounds.


Ancient Moon Lily Treant
Large Plant
24d8+216 (324)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 33 (-3 size, +3 Dex, +23 natural)
Base Attack: 18
Attack: 2 slams +30 melee (4d6+13)
Space/Reach: 20ft/20ft
Saves: Fort +23 Ref +11 Will +18
Abilities: Str 36, Dex 16, Con 28, Int 16, Wis 30, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Lunar Cycle(Ex): Moon lily treants are naturally at home in softer illumination settings that are too dim for other treants. If a moon lily treant gains the chlorophyll ability, they can regenerate in moonlight as if it were true sunlight. Their photosynthesis rate is also not reduced in shadowy illumination. They also gain a +10 bonus to Wisdom.

Night Shade(Su): All the lilies in the treant glow a pearly white light as the shadow of its branches flickers rapidly. A target creatures within medium range takes 16d4 points of damage. They also must make a will save or suffer from harmful effect that causes their form to flicker rapidly for 1d3 + 1 rounds. This causes the target to be vulnerable to both corporal and incorporeal attacks, and their attacks to be treated as corporal or incorporeal, whichever is least beneficial at the time (in other words, all attacks have a 50% miss chance). Ghost touch weapons or similar effects do not allow them to overcome the negative effects of this ability. The DC for the will save is 30 (Wisdom based).

Ethereal Luminescence(Su): The moon lily treant glows with a silvery aura. All allies within 60 feet can strike incorporeal creatures normally (spells, weapons, and other attacks don’t suffer the normal 50% miss chance). All attacks also gain +2d6 force damage and allies gain a +4 bonus to AC against touch attacks only.

Eternal Grace(Su): This ability functions as resurgence or mass resurgence. Casteable as a swift action once every 5 rounds.
 

 


Dark Hazel:

Dark Hazel treants are twisted and gnarled, looking almost twice as old as other treants. Although not particularly fearsome, their knotted limbs can bring detrimental curses upon enemies. They are also potent defenders against magic, able to ward of enemy spells easily.
 

Dark Hazel Sprout
Medium Plant
4d8+20 (38)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 16 (-1 Dex, +7 natural)
Base Attack: 3
Attack: 2 slams +8 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +8 Ref +0 Will + 3
Abilities: Str 20, Dex 8, Con 20, Int 12, Wis 14, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Cursebark(Su): Dark Hazel’s branches are twisted, gnarled, and full of dark mysterious energy. If the hazel treant rolls a 19-20 on their attack roll, they affect the target as if by bestow curse. The DC is 14 (Wisdom based). Also grants a +2 bonus to Wisdom.

Warpwood Guard(Su): The magic bark of a dark hazel is a potent defense against enemy magic. All allies within 60 ft gain SR 9 + Botanist level.



Dark Hazel Sapling
Medium Plant
9d8+54 (94)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 21 (+11 natural)
Base Attack: 6
Attack: 2 slams +13 melee (1d8+7)
Space/Reach: 5ft/5ft
Saves: Fort +12 Ref +3 Will + 7
Abilities: Str 24, Dex 10, Con 22, Int 13, Wis 18, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Cursebark(Su): Dark Hazel’s branches are twisted, gnarled, and full of dark mysterious energy. If the hazel treant rolls a 18-20 on their attack roll, they affect the target as if by bestow curse. The DC is 18 (Wisdom based). Also grants a +4 bonus to Wisdom.

Warpwood Guard(Su): The magic bark of a dark hazel is a potent defense against enemy magic. All allies within 60 ft gain SR 10 + Botanist level.

Hex Spices(Harvest): You can harvest a clump of herbs from the gnarly holes in a dark chestnut’s trunk. When buried in the ground, after 10 minutes they trigger a nondetection effect (this causes the magic in the spices to be consumed). This lasts for 24 hours and affects an area in a 10ft per Botanist level radius of where they were buried (DC 15 + Botanist level).


Greater Dark Hazel Treant
Large Plant
14d8+98 (161)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 25 (-1 size, +1 Dex, +15 natural)
Base Attack: 10
Attack: 2 slams +18 melee (2d6+9)
Space/Reach: 10ft/10ft
Saves: Fort +16 Ref +5 Will + 10
Abilities: Str 28, Dex 12, Con 24, Int 14, Wis 22, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Cursebark(Su): Dark Hazel’s branches are twisted, gnarled, and full of dark mysterious energy. If the hazel treant rolls a 17-20 on their attack roll, they affect the target as if by bestow curse. The DC is 22 (Wisdom based). Also grants a +6 bonus to Wisdom.

Warpwood Guard(Su): The magic bark of a dark hazel is a potent defense against enemy magic. All allies within 60 ft gain SR 11 + Botanist level.

Hex Spices(Harvest): When buried in the ground, after 10 minutes they trigger a nondetection effect (this causes the magic in the spices to be consumed). This lasts for 24 hours and affects an area in a 10ft per Botanist level radius of where they were buried (DC 15 + Botanist level).

Natural Purification (Sp): A Dark Hazel treant can cast break enchantment 1/day as a spell-like ability.


Elder Dark Hazel Treant
Large Plant
19d8+152 (237)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 29 (-2 size, +2 Dex, +19 natural)
Base Attack: 14
Attack: 2 slams +24 melee (3d6+11)
Space/Reach: 15ft/15ft
Saves: Fort +19 Ref +8 Will + 14
Abilities: Str 32, Dex 14, Con 26, Int 15, Wis 26, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Cursebark(Su): Dark Hazel’s branches are twisted, gnarled, and full of dark mysterious energy. If the hazel treant rolls a 17-20 on their attack roll, they affect the target as if by greater bestow curse. The DC is 26 (Wisdom based). Also grants a +8 bonus to Wisdom.

Warpwood Guard(Su): The magic bark of a dark hazel is a potent defense against enemy magic. All allies within 60 ft gain SR 12 + Botanist level.

Hex Spices(Harvest): You can harvest a clump of herbs from the gnarly holes in a dark chestnut’s trunk. When buried in the ground, after 10 minutes they trigger a nondetection effect and a dimensional lock effect(this causes the magic in the spices to be consumed). This lasts for 24 hours and affects an area in a 10ft per Botanist level radius of where they were buried (DC 15 + Botanist level).

Natural Purification (Sp): A Dark Hazel treant can cast break enchantment 3/day as a spell-like ability.



Ancient Dark Hazel Treant
Large Plant
24d8+216 (324)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 33 (-3 size, +3 Dex, +23 natural)
Base Attack: 18
Attack: 2 slams +30 melee (4d6+13)
Space/Reach: 20ft/20ft
Saves: Fort +23 Ref +11 Will +18
Abilities: Str 36, Dex 16, Con 28, Int 16, Wis 30, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Cursebark(Su): Dark Hazel’s branches are twisted, gnarled, and full of dark mysterious energy. If the hazel treant rolls a 17-20 on their attack roll, they affect the target as if by greater bestow curse. The DC is 30 (Wisdom based). Also grants a +10 bonus to Wisdom.

Warpwood Guard(Su): The magic bark of a dark hazel is a potent defense against enemy magic. All allies within 60 ft gain SR 13 + Botanist level.

Hex Spices(Harvest): You can harvest a clump of herbs from the gnarly holes in a dark chestnut’s trunk. When buried in the ground, after 10 minutes they trigger a nondetection effect and a dimensional lock effect(this causes the magic in the spices to be consumed). This lasts for 24 hours and affects an area in a 10ft per Botanist level radius of where they were buried (DC 15 + Botanist level).

Natural Purification (Sp): A Dark Hazel treant can cast break enchantment as a spell-like ability.
 

Sacred White Ash

Sacred White Ash treants are the purest of treants. Their holy bark is a potent weapon against undead and aberrations, and their aura withers away the unnatural fortitude of undead.
 

Sacred White Ash Sprout
Medium Plant
4d8+20 (38)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 16 (-1 Dex, +7 natural)
Base Attack: 3
Attack: 2 slams +8 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +8 Ref +0 Will + 3
Abilities: Str 20, Dex 8, Con 20, Int 12, Wis 14, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Pure Wood(Su): The sacred white ash treant’s branches are potent weapons against any vile creatures. They have the holy property and are considered bane weapons against aberrations, undead, and evil outsiders. Also grants a +2 bonus to Wisdom.

Sacred Aura(Su): The sacred white ash emits an aura of purity. Passively this aura automatically stabilizes all allies and grants a +4 bonus on saving throws against any death effect. As a standard action, the Sacred White Ash can intensify this aura, causing all undead creatures to make a fortitude save or suffer one negative level as if they were a living creature. DC is 14 (Wisdom based).


Sacred White Ash Sapling
Medium Plant
9d8+54 (94)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 21 (+11 natural)
Base Attack: 6
Attack: 2 slams +13 melee (1d8+7)
Space/Reach: 5ft/5ft
Saves: Fort +12 Ref +3 Will + 7
Abilities: Str 24, Dex 10, Con 22, Int 13, Wis 18, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Pure Wood(Su): The sacred white ash treant’s branches are potent weapons against any vile creatures. They have the holy property and are considered bane weapons against aberrations, undead, and evil outsiders. Also grants a +2 bonus to Wisdom.

Sacred Aura(Su): The sacred white ash emits an aura of purity. Passively this aura automatically stabilizes all allies and grants a +4 bonus on saving throws against any death effect. As a standard action, the Sacred White Ash can intensify this aura, causing all undead creatures to make a fortitude save or suffer one negative level as if they were a living creature. DC is 19 (Wisdom based).

Ashen Blessing(Su): As a standard action a sacred white ash treant can grant an ally a +1 bonus on attack rolls and give any weapon they have the holy property or give all allies within 30 ft a +2 bonus on saving throws against any effect generated by an evil creature.

Seed of Life(harvest): This tiny seed is the size of a pea. When planted and watered with 250 gp worth of holy water, it grows into a normal sacred white ash tree. However, this duplicates the effect of a hallow spell centered on the tree, which persists as long as the tree lives. You can add a spell to be tied to the tree, as normal with a hallow spell, but you must water the tree with an additional 250 gp worth of holy water per spell level.


Greater Sacred White Ash Treant
Large Plant
14d8+98 (161)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 25 (-1 size, +1 Dex, +15 natural)
Base Attack: 10
Attack: 2 slams +18 melee (2d6+9)
Space/Reach: 10ft/10ft
Saves: Fort +16 Ref +5 Will + 10
Abilities: Str 28, Dex 12, Con 24, Int 14, Wis 22, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Pure Wood(Su): The sacred white ash treant’s branches are potent weapons against any vile creatures. They have the holy property and are considered bane weapons against aberrations, undead, and evil outsiders. Also grants a +6 bonus to Wisdom.

Sacred Aura(Su): The sacred white ash emits an aura of purity. Passively this aura automatically stabilizes all allies and grants a +4 bonus on saving throws against any death effect. As a standard action, the Sacred White Ash can intensify this aura, causing all undead creatures to make a fortitude save or suffer one negative level as if they were a living creature. DC is 25 (Wisdom based).

Ashen Blessing(Su): As a standard action a sacred white ash treant can grant an ally a +3 bonus on attack rolls and give any weapon they have the holy property or give all allies within 30 ft a +3 bonus on saving throws against any effect generated by an evil creature.

Seed of Life(harvest): This tiny seed is the size of a pea. When planted and watered with 250 gp worth of holy water, it grows into a normal sacred white ash tree. However, this duplicates the effect of a hallow spell centered on the tree, which persists as long as the tree lives. You can add a spell to be tied to the tree, as normal with a hallow spell, but you must water the tree with an additional 250 gp worth of holy water per spell level.

Holy Resurrection(Su): If the treant ever die, it burns with holy white flames, consuming itself rapidly (this fire does not burn anything like normal fire). At the beginning of its second turn after it dies, a small seed buried in the middle of the flames glows and instantaneously grows into a new tree. This weakens the treant, so it appears at 1/3 of its normal hit points. This ability can only occur once per day.


Elder Sacred White Ash Treant
Large Plant
19d8+152 (237)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 29 (-2 size, +2 Dex, +19 natural)
Base Attack: 14
Attack: 2 slams +24 melee (3d6+11)
Space/Reach: 15ft/15ft
Saves: Fort +19 Ref +8 Will + 14
Abilities: Str 32, Dex 14, Con 26, Int 15, Wis 26, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Pure Wood(Su): The sacred white ash treant’s branches are potent weapons against any vile creatures. They have the holy property and are considered bane weapons against aberrations, undead, and evil outsiders. Also grants a +8 bonus to Wisdom.

Sacred Aura(Su): The sacred white ash emits an aura of purity. Passively this aura automatically stabilizes all allies and grants a +4 bonus on saving throws against any death effect. As a standard action, the Sacred White Ash can intensify this aura, causing all undead creatures to make a fortitude save or suffer one negative level as if they were a living creature. DC is 30 (Wisdom based).

Ashen Blessing(Su): As a standard action a sacred white ash treant can grant an ally a +5 bonus on attack rolls and give any weapon they have the holy property or give all allies within 30 ft a +4 bonus on saving throws against any effect generated by an evil creature.

Seed of Life(harvest): This tiny seed is the size of a pea. When planted and watered with 250 gp worth of holy water, it grows into a normal sacred white ash tree. However, this duplicates the effect of a hallow spell centered on the tree, which persists as long as the tree lives. You can add a spell to be tied to the tree, as normal with a hallow spell, but you must water the tree with an additional 250 gp worth of holy water per spell level.

Holy Resurrection(Su): If the treant ever die, it burns with holy white flames, consuming itself rapidly (this fire does not burn anything like normal fire). At the beginning of its second turn after it dies, a small seed buried in the middle of the flames glows and instantaneously grows into a new tree. This weakens the treant, so it appears at 1/3 of its normal hit points. This ability can only occur once per day.


Ancient Sacred White Ash Treant
Large Plant
24d8+216 (324)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 33 (-3 size, +3 Dex, +23 natural)
Base Attack: 18
Attack: 2 slams +30 melee (4d6+13)
Space/Reach: 20ft/20ft
Saves: Fort +23 Ref +11 Will +18
Abilities: Str 36, Dex 16, Con 28, Int 16, Wis 30, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Pure Wood(Su): The sacred white ash treant’s branches are potent weapons against any vile creatures. They have the holy property and are considered bane weapons against aberrations, undead, and evil outsiders. Also grants a +10 bonus to Wisdom.

Sacred Aura(Su): The sacred white ash emits an aura of purity. Passively this aura automatically stabilizes all allies and grants a +4 bonus on saving throws against any death effect. As a standard action, the Sacred White Ash can intensify this aura, causing all undead creatures to make a fortitude save or suffer one negative level as if they were a living creature. DC is 36 (Wisdom based).

Ashen Blessing(Su): As a standard action a sacred white ash treant can grant an ally a +6 bonus on attack rolls and give any weapon they have the holy property or give all allies within 30 ft a +5 bonus on saving throws against any effect generated by an evil creature.

Seed of Life(harvest): This tiny seed is the size of a pea. When planted and watered with 250 gp worth of holy water, it grows into a normal sacred white ash tree. However, this duplicates the effect of a hallow spell centered on the tree, which persists as long as the tree lives. You can add a spell to be tied to the tree, as normal with a hallow spell, but you must water the tree with an additional 250 gp worth of holy water per spell level.

Holy Resurrection(Su): If the treant ever die, it burns with holy white flames, consuming itself rapidly (this fire does not burn anything like normal fire). At the beginning of its second turn after it dies, a small seed buried in the middle of the flames glows and instantaneously grows into a new tree. This weakens the treant, so it appears at 1/3 of its normal hit points. This ability can only occur once per day.
 




Gaia


Gaia treants are the kings of treants. They are extremely rare and powerful. In their natural form, although they rarely stay in it, they appear as the most vibrant and healthy green trees. Their branches that seem to reflect all the seasons: some have bright green leaves, some golden autumn leaves, and some bare branches. These colors shift every minute or so. The true power of gaia treants lies in their ability to shift their form. As a swift action once every 5 rounds, they can become any other treant form of the same strength (in other words, a sapling gaia treant can become a sapling birch treant, or a sapling heart oak treant). They retain any damage and ailments. The gaia treants are still limited to 1 harvest/day, and any cooldowns in respective forms still apply.