A manchineel tree, via Wikimedia |
The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2016 Jonah Bomgaars.
Treant, Manchineel CR 7
XP 3,200
NE Huge plant
Init -1; Senses low-light vision; Perception +16
DEFENSE
AC 20, touch 7, flat-footed 20 (-1 Dex,
+13 natural, -2 size)
hp 95 (10d8+50)
Fort +12, Ref +2, Will +8
DR 10/slashing
Defensive Abilities blinding smoke, plant
traits, poison (manchineel sap)
Weaknesses vulnerability to fire
OFFENSE
Speed 30 ft.
Melee 2 slams +13 (2d6+8 plus poison)
Space 15 ft.; Reach 15 ft.
Ranged rock +4 (2d6+12) 180ft.
Special Attacks poison (manchineel sap), rock throwing (180 ft.), trample (2d6+12,
DC 23)
STATISTICS
Str 27, Dex 9, Con 20, Int 12, Wis 16, Cha 14
Base Atk +7; CMB +17; CMD 26
Feats Alertness, Improved Critical (slam),
Improved Sunder, Iron Will, Power Attack
Skills Intimidate +9, Knowledge
(nature) +8, Perception +16, Sense Motive +5, Stealth +2 (+18 in forests); Racial Modifiers +16 Stealth in forests
Languages Common, Sylvan, Treant
SQ animate manchineel trees, double
damage against objects, treespeech
SPECIAL ABILITIES
Animate Manchineel Trees (Sp)
A manchineel
treant can animate any manchineel trees within 180 feet at will, controlling up
to two trees at a time. It takes 1 full
round for a tree to uproot itself, after which it moves at a speed of 10 feet
and fights as a manchineel treat (although it only has one slam attack an lacks
the animation and rock-throwing abilities), gaining the manchineel treat’s
vulnerability to fire and all other defensive abilities. If the treant that animated it terminates the
animation, moves out of range, or is incapacitated, the tree immediately takes
root wherever it is and returns to a normal state.
Double Damage Against Objects (Ex)
A treant or
animated tree that makes a full attack against an object or structure deals
double damage.
Treespeech (Ex)
A treant has
the ability to converse with plants as if subject to a continual speak with plants spell, and most plants
greet them with an attitude of friendly or helpful.
Poison (Ex)
The milky
sap of the manchineel causes blisters and intense pain, with prolonged exposure
leading to death. Touching the bark or
leaves, cutting into the trunk, eating the fruit, or even standing under the
leaves during rain is enough to expose a creature to manchineel sap.
Any creature that successfully strikes the
manchineel treant with a natural attack or unarmed strike, or that is struck by
the manchineel treant’s slam attack, is subject to manchineel sap poison.
Manchineel sap – contact, injestion, or
injury; save Fort DC 17; frequency 1/round; effect 1d2 Con damage and nauseated until cured; cure 1 save
Blinding Smoke (Ex)
If the
manchineel treant takes 10 or more points of fire damage in a single round, or
any amount of ongoing fire damage, toxic smoke billows out from the treant in a
30 ft. radius. All within the smoke must
make a DC 17 Fortitude save or be blinded for 2d4 rounds. The save DC is Charisma-based
ECOLOGY
Environment warm forest, warm swamp,
warm coast
Organization solitary or grove (2-7)
Treasure standard
Manchineel
treants are known for taking delight in cruelty and torture. Although they are less physically powerful
than a typical treant, nearly every part of them can cause intense pain in
their victims. Even when they are burnt,
acrid smoke billows from their wounds and blinds all who encounter it. Manchineel treants live in coastal tropical
forests where natural manchineel trees can also be found. Although normally hostile to humanoids and animals
alike, some manchineel treants are known to befriend tribes whose cruelty and
malice are a match for the treat’s.
These tribes tie prisoners to the manchineel’s trunk, causing a slow and
painful death, and in return the treant allows them to use its sap to poison
their arrows.
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