The Peering Eye

Treant Sapling

Medium Plant
Hit Dice: 3d8+3 ( hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armour Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d6+1)
Full Attack: 2 slams +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Animate trees, double damage against objects, trample (small) 1d6+1
Special Qualities: Damage reduction 5/slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 13, Dex 14, Con 13, Int 12, Wis 16, Cha 12
Skills: Diplomacy +5, Hide +2(+18*), Intimidate +1, Knowledge (nature) +5, Listen +7, Sense Motive +5, Spot +7, Survival +3 (+5 aboveground)
Feats: Improved Sunder
Environment: Temperate forests
Organization: Solitary or grove (4–7)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: Special
Level Adjustment: +3

A Treant Sapling’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A Treant Sapling’s legs fit together when closed to look like the trunk of a tree, and a motionless Treant Sapling is nearly indistinguishable from a tree.
A Treant Sapling is about 7 feet tall, with a “trunk” about 6 inches in diameter. It weighs about 250 pounds.
Treant Saplings speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say “Get away from my trees!”

COMBAT
Treant Saplings prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests.
Double Damage against Objects (Ex): A Treant Sapling or animated tree that makes a full attack against an object or structure deals double damage.
Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treant Saplings have a +16 racial bonus on Hide checks made in forested areas.

Trample (Ex): As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a –4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals bludgeoning damage (the creature’s slam damage + 1-1/2 times its Str modifier). The creature’s descriptive text gives the exact amount.
Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against a creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Applewood Sapling

Medium Plant
Hit Dice: 7d8+7 ( 38 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armour Class: 25 (+3 Dex, +12 natural), touch 13, flat-footed 22
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d6+3)
Full Attack: 2 slams +8 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Animate trees, double damage against objects, trample 1d6+4 DC16
Special Qualities: Damage reduction 5/slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 16, Dex 16, Con 13, Int 12, Wis 16, Cha 12
Skills: Diplomacy +6, Hide +2(+18*), Intimidate +6, Knowledge (nature) +6, Listen +13, Sense Motive +6, Spot +8, Survival +3 (+5 aboveground)
Feats: Improved Sunder, Power Attack
Environment: Temperate forests
Organization: Solitary or grove (4–7)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral good
Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan)
Level Adjustment: +5

A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.
A treant is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds.
Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say “Get away from my trees!”
COMBAT
Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.
Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.
Trample (Ex): Reflex DC 16 half. The save DC is Strength-based.
Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

At a certain point Naduir considered offering John Appleby a natural companion who would animate his staff. Although this never came to fruition, the following adjustment could be made if the sapling became a druids companion.

6th Level Applewood Companion
The sapling gains Bonus Hit Dice +4d8
The sapling attacks as a 7th level druid: BAB +5
The Sapling Saves as a 7HD Plant Fort +5 Ref+2 Will +2
The sapling has 9 skill points
The sapling gains two Feat: Power Attack
The saplings size remains the same
The sapling’s abilities DCs increase by +2
The sapling’s natural armour improves by +4
The sapling’s Strength increases by +2
The sapling’s Dexterity increases by +2
The sapling gains a Telepathic Link to Appleby
The sapling can Share Spells with Appleby
The sapling gains devotion (+4 Vs enchantments)
The sapling gains evasion

Applewood Companion

Tiny Construct
Hit Dice: 6d10 (33 hp)
Initiative: +3
Speed: 20 ft., fly 50 ft. (good)
Armour Class: 20 (+4 Dex, +2 size, +4 natural), touch 16, flat-footed 16
Base Attack/Grapple: +4/-
Attack: Thorns +4 melee (1d4 and poison)
Full Attack: Thorns +4 melee (1d4 and poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison (1d6 Dex, Sleep DC15)
Special Qualities: Darkvision 60 ft., low-light vision, immune to mind affects, construct traits, Evasion
Saves: Fort +2, Ref +6, Will +3
Abilities: Str 10, Dex 18, Con -, Int 8, Wis 13, Cha 10
Skills: Hide +9, Move Silently +8
Feats: Ability Focus (poison)
Environment: Any (typically forest)
Organization: Unique
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

At a certain point Naduir considered offering John Appleby a natural companion who would animate his staff. Although this never came to fruition, the following adjustment could be made if the sapling became a druids companion.

6th Level Applewood Construct Companion
The bogun gains Bonus Hit Dice +4d10
The bogun attacks as a 6th level druid: BAB +4
The Bogun Saves as a 6HD Construct Fort +2 Ref+2 Will +2
The bogun has 9 skill points
The bogun gains one Feat: Ability Focus (poison)
The bogun's size remains the same
The begum’s abilities DCs increase by +2
The begum’s natural armour improves by +4
The begum’s Strength increases by +2
The begum’s Dexterity increases by +2
The bogun gains a Telepathic Link to Appleby
The bogun can Share Spells with Appleby
The bogun gains devotion (+4 Vs enchantments)
The bogun gains evasion

Oakenrager

OAKENRAGER
Huge plant, chaotic good
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Armor Class 15 (natural armor)
Hit Points 83 (7d12 + 35)
Speed 30 ft.
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STR 21 (+5) DEX 8 (-1) CON 23 (+6) INT 12 (+1) WIS 16 (+3) CHA 12 (+1)
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Skills Perception +8
Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
Senses passive Perception 18
Languages Common, Druidic, Elvish, Sylvan
Challenge 7 (2,900 XP)
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TRAITS
Keen Senses. The oakenrager gains a +5 bonus to Wisdom (Perception) checks to detect hidden creatures.
Siege Monster. The oakenrager deals double damage to objects and structures.
Rage. The minotaur can take disadvantage on any melee attack roll to gain a +10 bonus to that attack’s damage roll.
Reckless. At the start of its turn, the oakenrager can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS
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Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.
Gore. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) piercing damage or 33 (6d8 + 6) piercing damage when using its charge action.
Charge. If the oakenrager moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.