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Treant

Treants live throughout the Netherworld. Descendants of the Millenium Tree that grew of it's own will. They look like plants, but they are carnivorous and capture their prey by paralyzing it with poison gas. They can live for a million years, but depending on the region, they can easily die.

Treants are fond of swampy areas and as such have grown to be able to swim and climb through brush so as to easily track down and slay their enemies.

Type: Plant (Monster, Demon)

Hit Die: d8

Class Skills The creature's class skills (and the key ability for each skill) are

Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Martial knowledge (Physical monster weapon) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4+ Int modifier.

Starting Wealth: 2d6 × 10 hl (average 70 hl.) In addition, each character begins play with an outfit worth 10 hl or less.

Table: Treant

Level Base Attack Bonus Fort Save Ref Save Will Save Special Techniques Readied
1st +0 +2 +0 +2 Race, Evilty, Magichange, Treespeech, Green Empathy, Fire vulnerability 1
2nd +1 +3 +0 +3 Ability Boost (+2 Con), Camouflage, Leaps and Bounds 2
3rd +2 +3 +1 +3 Monster Technique, +1 Nat AC 3
4th +3 +4 +1 +4 Ability Boost (+2 Str), Goodberries 3
5th +3 +4 +1 +4 Destructive Foliage, DR 5/Plant Bane 4
6th +4 +5 +2 +5 Monster Technique, Ability Boost (+4 Con) 5
7th +5 +5 +2 +5 Woodland Stride, +2 Nat AC 6
8th +6/+1 +6 +2 +6 Ability Boost (+2 Wis), Reach +5 feet 6
9th +6/+1 +6 +3 +6 Monster Technique, Burrow +10 feet, Fast Healing 5 7
10th +7/+2 +7 +3 +7 Ability Boost (+6 Con), Animate Trees 8
11th +8/+3 +7 +3 +7 +3 Nat AC, DR 10/Plant Bane 9
12th +9/+4 +8 +4 +8 Monster Technique, Ability Boost (+4 Str) 9
13th +9/+4 +8 +4 +8 +4 Nat AC, Burrow +20 feet 10
14th +10/+5 +9 +4 +9 Ability Boost (+8 Con), Tree Stride 11
15th +11/+6/+1 +9 +5 +9 Monster Technique, Range +5 feet 12
16th +12/+7/+2 +10 +5 +10 +5 Nat AC 12
17th +12/+7/+2 +10 +5 +10 Fast healing 10 13
18th +13/+8/+3 +11 +6 +11 Monster Technique 14
19th +14/+9/+4 +11 +6 +11 Burrow +30 feet 15
20th +15/+10/+5 +12 +6 +12 Monster Technique, Yggdrasil 15


Alignment: any

Religion: Treants often worship nature and divine spirits, or sometimes Wood Giants.

EVILiTIES

The Treant has the same evilties as the Flora Beasts.

  • Eviilty* Sweet Aroma

Allies within 10 feet of the Treant heal 5 hit points at the end of every round.

Race:

• +2 Strength, +4 Con, -2 Dex.

•Speed: 30 feet, Burrow 30 feet

• Medium size

• 10 foot reach

• Fire Vulnerability

• DarkVision out to 60 feet

• +4 to Stealth when in forests, +4 to knowledge nature

• Automatic Languages: English ,Japanese, and Druidic

•Bonus Languages: Any

Fire Vulnerability (Ex) Treants take 50% more damage from fire based attacks.

Monster Weapon Proficiency (Ex) Treants are proficient and can only wield physical monster weapons, unless they have reincarnated from a previous body that had the ability to wield other weapons. A Treant ’s weapon always appears as a freakish pair of long limbs that deal 2d6 slashing damage and have a x4 multiplier.

Magichange (Ex) As a free action, a Treant can change into a high powered Drill. The Magichange lasts as many rounds as the Treant's Constitution Modifier, and when it ends, the creature returns to it's former self but is considered exhausted. The wielder must be unarmed and able to hold the weapon when the Treant transforms.

Treant Drill

Drill

Damage: 2d6 or Treant's monster weapon, whichever is higher.

Critical: 20 x4

Damage Type: Piercing

Weight: 18 lbs.

Techniques (Su)

Just like all classes, Treants gain access to special techniques they can utilize to aid them in battle or day to day activities. At each level they gain 1 technique of any level they can perform.

At the levels designated, Treants also gain special Monster Techniques they can utilize to get an edge over their opponents. A Treant  Learns a monster technique at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level. These Techniques can be chosen from the Treant 's list of techniques highlighted with two (**).

The Treant  must be able to perform techniques of the technique's level to learn it. There are many cases where a creature may not have enough techniques to take whenever it gains a new monster technique, Whenever this is the case, choose instead a normal technique. A Treant 's relevant modifier is Constitution.

Green Empathy (Ex) At 1st level, a Treant can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Treant rolls 1d20 and adds her Treant level and her Charisma modifier to determine the Green Empathy check result. The typical wild plant creature has a starting attitude of indifferent.

To use green empathy, the Treant and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

A Treant can also use this ability to influence an animal, but she takes a –4 penalty on the check.

Tree Speech (Su) At 1st level, 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.

Leaps and bounds (Ex) At 2nd level the Treant’s ability to propel it’s self into the air with a mighty leap becomes a staple method for maneuvering. The Treant gains a bonus to acrobatics checks equal to it’s constitution modifier and can maximize it’s jumping potential even without a running start.

Camouflage (Ex) At 2nd level, the Treant becomes a master at blending in to wooded areas. Whenever the Treant is in a forest or jungle, or an area where a random stump on the ground wouldn’t be conspicuous, it gains a bonus equal to it's class level on Stealth and disguise checks.

Goodberries (Ex) At 4th level, a Treant gains the ability to grow delicious berries off of it's self that heal creatures. The Treant can grow a number of berries per day equal to 3+it's constitution modifier and these berries work as a cure moderate wounds spell of the Treant's caster level. These berries can instead mimic the effects of an inflict moderate wounds spell, however they must be flung at the enemy with a ranged attack. Finally the Treant can cast an entangle spell with one of these, tossing the berry to the desired location where the entanglement will happen. Once grown, a berry must be used within 30 minutes or they become normal berries. Any effects caused by these berries gain a saving throw DC: 10+ ½ level+ Constitution modifier.

At 8th level the Treant can expend a use of the Goodberries to cast the spells Sickening Entanglement, or Thorny Entanglement as per the spell instead of just Entanglement. The Treant can expend 2 uses of this to create an acorn that works similarly to the Tree Feather Token item. Whenever you throw it on the ground, it springs into a great Oak tree. It has a 5 foot diameter trunk, it’s 60 feet tall, and has a 40 foot top diameter. Once planted the tree roots it’s self into the ground and is a normal oak tree. If a creature is in the square, or in an adjacent square to the one you grow the tree in, the creature must make a reflex saving throw or be knocked prone and take your normal attack damage. By spending 4 uses of your Goodberries you can use this as an immediate action to block an attack meant for you. This works the same as the normal effect, however it also allows the tree to take the attack instead. The tree possesses 8 hitpoints per level, and has a hardness of 10.

At 12th level, the Treant can spend 2 uses of this ability to cast the spell Fire Seeds. Doing so creates four acorns, or eight holly berries and works identically to the spell fire seeds. Alternatively the Treant can expend a use to cast Thirsting Entanglement instead of an Entangle spell.

Destructive Foliage (Ex) At 5th level, A Treant gains the spell Wilderness Soldiers, which it can cast 3 times per day. The Treant uses it’s Constitution modifier in place of it’s wisdom modifier for this spell. The trees and Hedgerows also do count as allies for flanking and other purposes. They do not gain attacks of opportunity however. In addition, a treant or animated tree that makes an attack against an object or structure deals double damage. This can be cast an additional time per day for every 3 levels the Treant possesses after 5th level.

At 10th level, the trees animated by this use the Treant’s bonus to hit if it’s higher. The trees benefit from the Treant’s reach, any evilities the Treant may possess. The Hedgerows/Undergrowth gain an additional +4 to grapple checks, and creatures grappled by it must make a fortitude saving throw DC: 10+1/2 level+ Constitution modifier or take 1d6 dexterity damage. Both the Trees and the Hedgerows/Undergrowth now also use the Treant’s monster weapon damage as well as any enchantments as their base damage if it’s higher. The Trees can also use the lift and throw command.

At 14th level a swift and/or standard action can each command two trees effected to make attacks. In addition either can freely move up to 10 feet before they attack. The plants can benefit from any feats you possess such as vital strike or improved grapple, and they now can take 1 attack of opportunity if a creature provokes one. Plants under your control, and plants summoned from the Shambler spell are effected by the Beast Master spell Dominate whenever they are in the area of the Wilderness Soldiers spell.

At 18th level, the Trees and hedgerows animated by this can trigger abilities from items you have on your person, using charges or uses of those items as if they were you.

Woodland Stride (Ex) Starting at 7th level, a treant may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, swamps, marsh, mud, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Animate trees (Su) At 10th level, A treant can touch a tree and animate it as per the animate object spell. The tree gains the Fire vulnerability, and the destructive ability of the Treant in the bestiary, but otherwise works as an animated object. This lasts 10 minutes per level and is a standard action to use. This can be performed once per day for every 4 levels you possess. If used on a tree effected by The Wilderness Soldiers spell, the Treant gains all of the bonuses from the Destructive Foliage ability granted to trees, and if the Treant was animated from a tree created by the goodberry ability, it gains the additional hitpoints of the tree, and gains DR/- equal to it’s hardness.

Treestride (Su) At 14th level, the Treant is constantly under the effects of a Tree Stride spell, and can use other treants and animated trees as a focus to teleport.

Ability Boost Creatures gain Ability buffs at levels 2, 4, 6, 8, 10, 12, and 14. The Ability boost is determined by what kind of creature it is.

Treants gain a bonus to Strength, Constitution, and Wisdom.

Natural armor (Ex) Treants gain bonuses to natural armor as indicated by the table above.

Damage Reduction (Ex) The treant gains damage reduction overcome by Plant Bane Weapons as indicated on the table above.

Fast healing(Ex) The Treant gains fast healing as indicated by the table above.

Improved Reach Your natural attack's reach increases as indicated on the table above.

Burrow speed (Ex) Your burrow speed increases at the levels indicated.

Yggdrasil (Su) At 20th level, the Treant becomes a portion of the tree of life it's self. Once per day as a standard action, the Treant can grow two size categories gaining a +8 bonus to strength and constitution. It's natural armor increases by +3 and it's attack damage increases accordingly. The Treant’s fast healing becomes Regeneration and the only thing that bypasses it is a combination of unholy and fire damage. When using the Wilderness soldiers spell it is a free action to direct the trees, and all treants and animated trees within 60 feet are effected by a haste spell. The Treant's damage reduction becomes overcome by nothing, and it gains resistance to all kinds of damage, including to energy damage, equal to it’s constitution modifier. This is applied before Damage Reduction or energy resistance. The treant loses it's fire vulnerability, and it gains the ability to release a burst of energy as a standard action. Enemies within this 30 foot burst are take 1d8 damage per level (Max 20d8), and allies (But not the Treant) heal the same amount. A saving throw DC: 10+1/2 level+Constitution modifier allows for half damage. Half of the damage to each creature through this attack is healed to the Treant, and if it heals the Treant beyond it’s maximum health it instead grants the Treant temporary hitpoints. This burst can be used once every 1d4 rounds and is a standard action to use. This lasts 1 round per level.

Treant Techniques

1st-Level Treant Techniques— Create water, Detect magic, Detect Poison, Purify food and drink, Read magic, Stabilize, Ant Haul, Alter winds, Bristle, Calm animals, Charm animal, Endure elements, Cure light wounds, Inflict light wounds, Entangle, Goodberry, Negate Aroma, Pass without trace

2nd-Level Treant Techniques— Barkskin, Animal Trance, Animal Messenger, Certain grip, Delay Poison, Forest Friend, Lockjaw, Pernicious Poison, Pox Pustules, Warp Wood, Wilderness Soldiers, Wood Shape, Tree Shape

3rd-Level Treant Techniques—Burst of Nettles, Cure Moderate Wounds, Dominate Animal, Fungal Infestation, Contagion, Cup of Dust, Greater Magic Fang, Meld Into stone, Nature's Exile, Plant Growth, Poison, Quench, Snare, Inflict Moderate Wounds, **Putrid Breath, **Deadly Prickle (MC)

4th-Level Treant Techniques— Absorb toxicity, Arboreal Hammer, Cape of Wasps, Command Plants, Control Water, Cure Serious Wounds, Dispel Magic, Freedom of Movement, Grove of Respite, Life bubble, Spike Stones, Strong Jaw, Thorn Body, Inflict Serious wounds

5th-Level Treant Techniques—Awaken, Cure Critical Wounds, Stone Skin, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Wall of Thorns, Inflict Critical Wounds, **Stomp-O-Rama, **Flower Wave (MC)

6th-Level Treant Techniques—Greater Dispel magic, Dust Form, Epidemic, Fire Seeds, Iron Wood, Liveoak, Move Earth, Repel Wood, Stone Tell, Transport via plants, wall of stone

7th-Level Treant Techniques—Animate plants, Changestaff, Creeping Doom, Harm, Rampart, Siege of Trees, Transmute Metal to wood, True Seeing, **Pounding Spree

8th-Level Treant Techniques— Mass Atavism, Control Plants, Earthquake, Euphoric Tranquility, Repel Metal or Stone, **Blooming Spears (MC)

9th-Level Treant Techniques—Clashing Rocks, Regenerate, Shambler, Greater Siege of Trees, Sympathy, Antipathy, World Wave, **Paranoia, **Twin Heart Attack (MC)

Reincarnation[]

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Treant Reincarnation

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