Colossal Plant
Hit Dice: 50d8+880 (1,105 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 41 (-1 Dex, -8 size, +40 natural)
Base Attack/Grapple: +37/+72
Attack: Slam +51 (10d6+19/19-20(+1d6 on critical hit)) melee
Full Attack: 2 slams +51 (10d6+19/19-20 (+1d6 on a critical hit)) melee
Attacks: 2 slams +49 melee
Damage: Slam 10d6+19/19-20
Space/Reach: 30 ft./30 ft.
Special Attacks: Animate trees, trample, triple Damage against objects, spell-like abilities
Special Qualities: Plant traits, SR 29, DR 10/-
Saves: Fort +45, Ref +17, Will +33
Abilities: Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35
Skills: Diplomacy +61, Hide -12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51
Feats: Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Epic Feats: Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will
Climate/Terrain: Any forest
Organization: Solitary or with grove of treants
Challenge Rating: 25
Treasure: Standard
Alignment: Always neutral good
Advancement: 51-150 HD (Colossal)
Elder treants speak the language of treants, plus Common and Sylvan.


Animate Trees (Sp): An elder treant can animate trees within 500 feet at will, controlling up to six trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves and fights as a treant in all physical respects. Animated trees lose their ability to move if the elder treant who animated them is incapacitated or moves out of range.
Trample (Ex): An elder treant can trample Gargantuan or smaller creatures for 8d20+40 points of Damage. Opponents who do not make attacks of opportunity against the elder treant can attempt a Reflex save (DC 54) to halve the Damage. The save DC is Strength-based.
Triple Damage against Objects (Ex): An elder treant that makes a full attack against an object or structure deals triple Damage.
Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.
Skills: Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas.
Spell-Like Abilities: At will-animal messenger, command plants, speak with plants, stone tell; 3/day-mass cure light wounds(plants only), plant growth, sunburst, wall of thorns; 1/day-shambler. Caster level 23rd; save DC 22 + spell level. The save DCs are Charisma-based.