Treants

Ponderous and slow-moving,

treants tend to think before they

speak, and speak before they act.

Treants come in all varieties of

temperament and alignment, often

depending upon their proximity to other intelligent creatures, and whether those experiences have been positive or negative. Treants are solitary creatures, only gathering in small groups when the need arises. Most treant claim their own territory much like an animal, which may be any size up to several square miles of forest. A treant will aggressively defend the trees within their territory if it is threatened by invaders.

Most days for a treefolk begin and end in the forest. After sunrise, the treefolk will uproot themselves and search for a spot where they can absorb the most light possible. Part of their day will be spent wandering through their wooded territory, keeping track of all the trees in their care. Occasionally they will cooperate with druids or rangers, even asking them for aid if the threat to their lands is greater than they can handle alone. At dusk, treants will find a patch of rich, moist soil and root down into it for the night, absorbing nourishing nutrients and water until sunrise the next day.

Nature's Constructs

Treants are sentient plant creatures who can come from many sources: such as being awakened by magic, or via a cursed transformation, or even grown up from spellwarped seeds, or the seeds of other treants.

Treants resemble small, walking trees. Most are tall and slender, with disproportionately long, creaky arms and legs, a torso resembling a treant, very little neck, a face with eyes, nose ears and a mouth, and leaf-filled small branches instead of hair. Each treant strongly resembles a specific kind of tree, such as birch, elm, oak, pine, etc. They breathe, can speak, and can eat if they wish, though most treants absorb nutrients by taking root at night. Depending on the type of tree they resemble, the leaves that make up their hair may change color and fall off with the changing of the seasons.

Treants are considered medium creatures for all purposes, but can grow to be nearly ten feet tall. They usually do not wear clothing. Non-treants usually cannot tell male treants from females.

Because of thier bond with nature, finding a Treant that uses metallic weapons, armor, and tools is as rare as a unicorn. Most treants have a barbaric fighting style or are spellcasters.







































A Wandering Treant: Bad News

Treefolk spotted outside of their forest usually has undergone some manner of tragedy: a forest fire, deforestation by other races, or even occasionally defeat at the hands of a more powerful treefolk who seizes the defeated treefolk's territory as spoils of victory. A treefolk without a forest to tend to may travel far until they find another patch of woods that suits their liking. If their woods were destroyed by other creatures, a wrathful treefolk will journey as far as it takes in order to exact revenge.

Treant Names

Treants are created through magic are named either by their creators or name themselves. Treants are created by other treants take names given by their parents. Most Treats have only one name. The names are usually nature-related, and sometimes physically descriptive.

Male Names: Barkbeard, Stumpt, Root, Gnarl, Broadtrunk, Tymber, Thorne, Decken

Female Names: Longbough, Frondwhisper, Brightberry, Silverleaf, Maple, Falla, Klooch, Hickory, Widow

Treant Traits

Ability Score Increase. +2 Constitution, +1 Wisdom

Age. Most treants reach maturity between 8 and 15 years. Treefolk live about half as long as the trees they resemble. Smaller trees may barely live to 60 years, while others may survive for multiple millennia.