Bestiary

Online Viewer of Enchanted Realms Monsters

 

    

 Over-Category: Biophage 
 Kingdom: Plant Life 
Beings that are biophages are those who eat and survive by the consumption of other living and materials or various nutrients that reside in the earth or native terrain.
Plant Life in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The most well-known plants are the shambling mound and the treant. Fungal creatures such as the gas spore also fall into this category.
Plants have immunity to poison, sleep effects, paralysis, polymorph, and stunning. Further, they cannot be charmed or affected by phantasms; however, glamours may still fool them. Plants breathe and eat, but do not sleep.

Treant 

These are large, ambulatory and intelligent tree beings, capable of speak human, elvish and any other fey language. These may appear in numbers up to four. While a treant remains motionless, it is indistinguishable from a normal tree.

Treants can attack by slamming its branches against opponents. They have the equivalent of spinning moves, allowing them to split the dice for attacks among different opponents. Also, if rocks are available, a treant can hurl one as a range attack up to 60 feet. Lastly, once per day a treant can magically animate one or two trees it can see within 30 feet of it. These trees have the same statistics as a normal treant, except having virtually not Mind or Spirit scores. The animated trees cannot speak and are unable to hurl rocks. An animated tree acts as an ally to the treant. The tree remains animated for 24 hours, until it dies, until the animating treant dies, or the distance between them is more than 120 feet. The animating treant can use an action to turn a tree back into an inanimate tree at which point the tree then takes root if possible.

There are versions of the treant which are gigantic versions which have 48 Body points instead of 40.

Body: 40 ( STR:9, AGIL:6, RESIL:12 )
Mind: 13 ( LOGIC:3, PERC:3, JUDG:3 )
Spirit: 12 ( WILL:4, FAITH:2, MUSE:2 )
Movement: 50 feet
Size Category: Huge (+2 to hit)
Protection Points: 9
Guard Roll Dice: d4 & d4
— ATTACK METHOD —
Attack: Branch (melee)
Number of d20s: 2
To-Hit Modifier: +9 (not including size bonus)
Damage Type: blunt
Damage: 5 to 6 pts
— ATTACK METHOD —
Attack: Rock (range)
Number of d20s: 1
To-Hit Modifier: +6 (not including size bonus)
Damage Type: blunt
Damage: 3 pts