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Treant,elder

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.

COMBAT

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.