Hit Dice: 12d12 (78 hp)
Speed: 30 ft (6 squares)
Armor Class: 26 (-2 size, +1 Dexterity, +17 natural), touch 9, flat-footed 25
Base Attack/Grapple: +6/+26
Attack: Slam +17 melee (2d6+12 and energy drain)
Full Attack: 2 Slams +17 melee (2d6+12 and energy drain)
Space/Reach: 15 ft/15 ft
Special Attacks: Create Spawn, Double Damage to Objects, Dread Vines, Energy Drain, Forest Stride, Free Deadwood, Rebuke Undead.
Special Qualities: Cold Immunity, Damage Reduction 10/slashing and magic and silver, Darkvision 60 ft, Electricity Resistance 10, Fast Healing 5, Lifesense, Undead traits, Turn Resistance +4, Vulnerabilities, Vulnerability to Fire
Saves: Fort +6, Ref +5, Will +12
Abilities: Str 35, Dex 12, Con -, Int 14, Wis 18, Cha 16
Skills: Bluff +7, Diplomacy +5, Hide +4*, Intimidate +13, Knowledge (nature) +12, Listen +16, Move Silently +10, Search +6, Sense Motive +12, Spot +16, Survival +9 (+11 aboveground)
Feats: AlertnesB, Cleave, Combat ReflexesB, Great FortitudeB, Improved InitiativeB, Power Attack, Weapon Focus (Slam)
Environment: Temperate forest.
Organization: Solitary, pair, or grove (3-6)
Challenge Rating: 9
Alignment: Always Evil (any)
Advancement: 13-24 HD (Huge), 25-34 HD (Gargantuan)
Level Adjustment: Ė
The treant before you is surrounded by dead tree, its own leaves a snowy white. It moves with an unnatural fluidity, springing towards you.
The origin of Vampiric Treants is unknown. They perpetuate themselves much as vampires do, by killing members of their own species and causing them to revive sometime later as undead. A vampiric treant feeds primarily off trees, however, its roots puncturing into the roots of trees and draining nutrients from them until they wither and die. A vampiric treant will prey upon a forest blighting it and reducing it acre by acre into a desolate wastes populated only by the dead. If a vampiric treant manages to kill the forest it dwells in it will roam overland to another forest to repeat the deed.
On occasion vampiric treants will attack human towns that engage in logging or otherwise clearing the forest, seeing them as a threat to the treantís own food supply. They are more likely, however, to come into conflict with druidic orders, fey, elves, and gnomes who will often attempt to rid a forest of the vampiric treant to preserve the forest.
A vampiric treant speaks the same languages as they did when a live treant.
Create Spawn (Su): A treant slain by a vampiric treantís energy drain rises as a vampiric treant at the next sunset. A humanoid slain by a vampiric treantís energy drain rises as a wight at the next sunset. A tree killed by a vampiric treant feeding on it has a chance (roughly 1 in 10) of becoming a deadwood within 1d4 days.
Double Damage against Objects (Ex) A vampiric treant that makes a full attack against an object or structure deals double damage.
Dread Vines (Sp): Three times per day a vampiric treant may grant plants a limited amount of animation, and necrotic power. This functions as Entangle except that it is the equivalent of a 5th level Necromancy spell, kills all plants in the area and reanimates them, and any creature which is entangled by the vines must make a Fortitude save each round that it remains within the area or suffer 1 negative level. Save DC is 18.
Energy Drain (Su): Living creatures hit by a vampiric treantís slam attack (or any other natural weapon they might possess) gain two negative levels. For each negative level bestowed, the vampiric treant gains 5 temporary hit points. A vampiric treant can use its energy drain ability once per round.
Forest Stride (Su): A vampiric treant is able to warp through the forest with ease. When within a forest a vampiric treant may teleport anywhere else in the same forest as a standard action at-will. Natural sunlight prevents a vampiric treant from using this ability, and they cannot use it to teleport to a place that straight line transit would cause them to cross running water, take them across a line of salt, or through the area of a consecrate or hallow spell.
Free Deadwood (Su): As a standard action a vampiric treant may remove the Rooted special quality from a deadwood within 60 ft. A deadwood released this way instinctively follows the commands offered them by a vampiric treant in sylvan understanding them on a level similar to that on which a zombie understands its masterís.
Lifesense (Su): A vampiric treant within a forest notices and locates living creatures within 180 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. If a vampiric treant is not within a forest the range of this ability is reduced to 30 ft. A vampiric treant loses this ability in sunlight or while in the area of a consecrate or hallow spell; a line of salt or running water blocks this ability from extending across it.
Rebuke Undead (Su): A vampiric treant is able to Rebuke Undead as a 12th level cleric (5 times per day).
Vulnerabilities: A vampiric treant enters a torpor when in natural sunlight. Unless there is an immediate threat they will fall into a sleep like trance in which they are almost completely insensate. If damaged they awaken, and if currently threatened they can hold off this sleep state. Sunlight prevents a vampiric treant from using its Dread Vines, Forest Stride, Free Deadwood, Lifesense, or Rebuke Undead abilities.
A vampiric treant casts no reflection in a mirror, but otherwise suffers nothing from them.
A vampiric treant has difficulty crossing over lines of salt, moving over a square with one or more lines of salt in it costs an extra square of movement for the treant and deals 5d6 damage to it. Crossing running water is similarly difficult, a vampiric treant spending an extra square of movement for each square of movement through water it spends and taking 3d6 damage per square.
A strongly presented holy symbol annoys a vampiric treant and has no other effect, but a consecrate or hallow spell can render it difficult for them to teleport or sense others (as noted in Forest Stride and Lifesense respectively). In addition either such spell blocks Dread Vines; a vampiric treant within the area can still use the ability but the effect of Dread Vines is suppressed in any part of the area of the two effects which overlap.
A vampiric treant reforms 1d6 days later when slain unless its body is burned and its ashes scattered among the living and growing wood of a forest.
Skills: A vampiric treant gains a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. A vampiric treant gains a +16 racial bonus on Hide checks made in forested areas (net +12 over listed).