A colossal, century-sleeping guardian of the deepest forests that wakes to evil, commands ten giant trees at once and wields sixteenth-level nature magic.
Greater treants are bigger, stronger versions of ordinary treants and live alone far from any town, deep in the oldest woods. Besides their own tongue they speak most humanoid languages and can talk with every plant and animal, and some know the druids' secret language.
Nearly all of them (99%) are found sunk in a slumber that can last over a century. An evil-minded intruder in its usually guarded grove wakes it in 1-2 rounds, and speaking its name inside the grove rouses it in 1d4 rounds. Awake, it strikes twice a round with its huge branch-arms for 6d6 each, and its hard bark gives it a very good Armor Class.
It can animate up to 10 trees at a time, each taking a round to stir. Trees in its forest are unusually large and dangerous, with 14 Hit Dice, two 5d6 attacks and MV 1.
Along with magic resistance, it is immune to all charm spells. It uses spell-like powers as a 16th-level priest. At will, once per round, it can use plant growth, neutralize poison, entangle, messenger, know alignment or detect magic. Once a day each it can use remove curse, dispel magic, call woodland beings, reflecting pool, animal summoning III and charm person or mammal. Fire hurts it as it does lesser treants, and its resistance does not apply against magical fire.
These sworn protectors of the forest can be called on in dire times to help the region's people, and once roused they do everything possible to keep their woods safe. They will not tolerate evil or any threat to their forest. Treasure has no value to them, and they bury it deep under their roots, to be used only for good causes.
Like smaller treants they live on sunlight. No one knows how long they last. They are thought to be primeval beings chosen by the gods to guard nature until the world ends, older than humankind and perhaps older than the elves, and none has ever been known to die of age.
More: Monsters starting with G · Dungeon Magazine monsters · All monsters A-Z
Related: Evil Treant · Gallowsoak [Evil Treant] · Treant · Treant [Dark Sun] · Undead Treant
| Climate/Terrain | Secluded forests |
|---|---|
| Frequency | Rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Photosynthesis |
| Intelligence | Exceptional (15-16) |
| Treasure | Q×5,S,T |
| Alignment | Chaotic good |
| No. Appearing | 1 |
| Armor Class | -2 |
| Movement | 9 |
| Hit Dice | 16 |
| THAC0 | 5 |
| No. of Attacks | 2 |
| Damage/Attack | 6-36 |
| Special Attacks | See below |
| Special Defenses | Never surprised |
| Magic Resistance | 30% |
| Size | G (26-36') |
| Morale | Fanatic (17-18) |
| XP Value | 16,000 |