Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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Treell<br />
Huge Plant<br />
Hit Dice: 8d8+48 (84 hp)<br />
Initiative: +1<br />
Speed: 30 ft. (6 squares)<br />
Armor Class: 23 (-2 size, +1 Dex, +14<br />
natural), touch 9, flat-footed 22<br />
Base Attack/Grapple: +6/+23<br />
Attack: Slam +13 melee (2d6+9)<br />
Full Attack: 2 slams +13 melee (2d6+9)<br />
Space/Reach: 15 ft./15 ft.<br />
Special Attacks: Animate trees, constrict<br />
1d6+13, double damage against objects,<br />
entangle, improved grab, trample 2d6+13<br />
Special Qualities: Damage reduction<br />
10/slashing, low-light vision, plant traits,<br />
vulnerability to fire<br />
Treells blend in well with most trees, though<br />
<strong>the</strong>ir dark brown bark sometimes distinguishes<br />
<strong>the</strong>m from <strong>the</strong>ir normal brethren. Masses <strong>of</strong> gangly<br />
vines bearing prickly ivy leaves cover <strong>the</strong>m. <strong>The</strong><br />
vines measure three to four inches in diameter and<br />
stretch as long as 20 feet. Treells stand 15 to 30 feet<br />
tall and possess thick, barrel-like trunks. Based on<br />
<strong>the</strong>ir physiology and abilities, many sages believe<br />
that <strong>the</strong>y are treant/assassin vine hybrids. This<br />
<strong>the</strong>ory, however, remains speculative.<br />
Treells speak <strong>the</strong> language <strong>of</strong> treants, plus<br />
Common and Sylvan.<br />
Combat<br />
Treells prefer to study potential foes<br />
before attacking. <strong>The</strong>y frequently ambush<br />
unsuspecting interlopers by suddenly charging<br />
from a well-concealed position, or <strong>the</strong>y rely on<br />
stealth, wrapping <strong>the</strong>ir incredibly strong vines<br />
around unwary prey unwittingly stumbling into<br />
<strong>the</strong>ir range. If sorely pressed, treells animate<br />
trees as reinforcements. Treells savagely attack<br />
any creatures that <strong>the</strong>y consider forest jungle<br />
despoilers.<br />
Animate Trees (Sp): A treell can animate<br />
trees within 180 feet at will, controlling up to two<br />
trees at a time. It takes 1 full round for a normal<br />
tree to uproot itself. <strong>The</strong>reafter moves at a speed<br />
173<br />
Saves: Fort +12, Ref +3, Will +6<br />
Abilities: Str 29, Dex 12, Con 23, Int 14,<br />
Wis 15, Cha 12<br />
Skills: Bluff +6, Diplomacy +5, Disguise +6<br />
(+8 acting), Hide +-2*, Intimidate +3, Listen<br />
+10, Move Silently +6, Sense Motive +8,<br />
Spot +10, Survival +8<br />
Feats: Alertness, Iron Will, Power Attack<br />
Environment: Warm forest and marsh<br />
Organization: Solitary or grove (4-7)<br />
Challenge Rating: 10<br />
Treasure: Standard<br />
Alignment: Always chaotic evil<br />
Advancement: 9-16 HD (Huge); 17-24 HD<br />
(Gargantuan)<br />
Level Adjustment: +5<br />
<strong>of</strong> 10 feet and fights as a treell in all respects.<br />
Animated trees lose <strong>the</strong>ir ability to move if <strong>the</strong><br />
treell that animated <strong>the</strong>m is incapacitated or moves<br />
out <strong>of</strong> range. <strong>The</strong> ability is o<strong>the</strong>rwise similar to<br />
liveoak (caster level 12th). Animated trees have<br />
<strong>the</strong> same vulnerability to fire that a treell has.<br />
Constrict (Ex): A treell deals 1d6+13 points<br />
<strong>of</strong> damage with a successful grapple check.<br />
Double Damage against Objects (Ex): A<br />
treell or animated tree that makes a full attack<br />
against an object or structure deals double<br />
damage.<br />
Entangle (Su): A treell can animate plants<br />
within 30 feet <strong>of</strong> itself as a free action (Ref DC 16).<br />
<strong>The</strong> effect lasts until <strong>the</strong> treell dies or decides to<br />
end it (also a free action). <strong>The</strong> save DC is Wisdombased.<br />
<strong>The</strong> ability is o<strong>the</strong>rwise similar to entangle<br />
(caster level 7th).<br />
Improved Grab (Ex): To use this ability,<br />
a treell must hit with its slam attack. It can <strong>the</strong>n<br />
attempt to start a grapple as a free action without<br />
provoking an attack <strong>of</strong> opportunity. If it wins<br />
<strong>the</strong> grapple check, it establishes a hold and can<br />
constrict.<br />
Trample (Ex): Reflex half DC 23. <strong>The</strong> save<br />
DC is Strength-based.<br />
Skills: *A treell has a +16 racial bonus on<br />
Hide checks made in forested areas.<br />
10