Animated Trees

by CanceRevolution

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Animated Trees

Deep within the heart of ancient woods and hidden groves, where magic pulses with every beat of nature's drum, the Animated Trees stand as sentinels of the forest realm. To the untrained eye, they appear as ordinary trees — oaks, pines, or willows, with rough bark and a canopy of leaves or needles. Yet, with a creaking of branches and a rustling of leaves, these trees can suddenly uproot themselves, revealing anthropomorphic forms that move with purpose and intent. Their towering stature, often dwarfing the tallest of giants, grants them a formidable presence in the landscape they call home.

Unlike the wild beasts or malevolent entities of the woods, Animated Trees do not act out of hunger or malice. Instead, they are driven by the primal need to protect their territory and maintain the balance of nature. When the harmony of their domain is threatened, be it by encroaching civilization, dark magic, or unnatural creatures, these wooden guardians awaken. Their immense strength can easily crush stone and metal, and their bark often proves resistant to common weaponry, making them formidable opponents. Yet, they also possess a deep-rooted wisdom, often choosing to warn or deter intruders before resorting to violence.

The origins of Animated Trees are woven with threads of mystery. Some believe that they are the creation of powerful druids or nature deities, imbued with life to serve as guardians of sacred places. Others speculate that they are the result of ancient spells gone awry, or trees that have absorbed concentrated magical energies over millennia. Whatever their beginnings, one thing remains clear: in the heart of the wild, among the age-old groves and whispering leaves, the Animated Trees watch and wait, eternal protectors of the natural world.

Tier 0


Living Bush

Small, Plant

Tier 0, Challenge Point 1, XP: 0

Attributes

AC 5 AP 0
HP 1 Posture 1
  • Damage Immunities Brain, Bleed
  • Damage Weakness Fire
  • Passive Insight/ Perception 9
  • Senses Blind Senses
  • Language Sylvan

Movement

Base 20 Climb/ Swim 0 Dash 10

Stats + Skills

STR -3 DEX -3 INT -3 WIS -1 CHA -1
  • LU +4: Luck Points: 4; Critical Fail: 1

Abilities

  • Camouflage While you are motionless, you appear to be a normal bush. A creature that attempts to analyze you must succeed on a Nature Check (DC 12) to notice your true form.
  • Echolocation You lose Blind Senses and become completely Blinded while Deafened.

Tier 2



Animated Tree

Large, Plant

Tier 2, Challenge Point 6, XP: 12

Attributes

AC 14 AP 3
HP 55 Posture 30
  • Damage Immunities Brain, Bleed
  • Damage Weakness Fire
  • Passive Insight/ Perception 16
  • Senses Blind Senses
  • Language Sylvan

Movement

Base 20 Climb/ Swim 0 Dash 10

Stats + Skills

STR +7 DEX -3 INT -3 WIS +6 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Camouflage While you are motionless, you appear to be a normal tree. A creature that attempts to analyze you must succeed on a Nature Check (DC 15) to notice your true form.
  • Echolocation You lose Blind Senses and become completely Blinded while Deafened.
  • Entangle Grounds: All the area within 30 feet within you becomes harsh terrain for creatures of choice.
  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 15), or be pushed 10 feet away and become Knocked Prone.

Actions (1)

  • Root Vines Hit +7, Dmg 2d12 strike
  • Containment: On a hit, a Medium or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
  • You can only grapple 4 creatures at once.
  • Long Reach: The reach of this Attack is 30 feet.

Tier 3



Spiked Tree

Large, Plant

Tier 3, Challenge Point 10, XP: 30

Attributes

AC 14 AP 3
HP 88 Posture 48
  • Damage Immunities Brain, Bleed
  • Damage Weakness Fire
  • Passive Insight/ Perception 18
  • Senses Blind Senses
  • Language Sylvan

Movement

Base 20 Climb/ Swim 0 Dash 10

Stats + Skills

STR +8 DEX -3 INT -3 WIS +8 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Camouflage While you are motionless, you appear to be a normal tree. A creature that attempts to analyze you must succeed on a Nature Check (DC 16) to notice your true form.
  • Echolocation You lose Blind Senses and become completely Blinded while Deafened.
  • Entangle Grounds: All the area within 30 feet within you becomes harsh terrain for creatures of choice.
  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 16), or be pushed 10 feet away and become Knocked Prone.
  • Spiked Armor When a creature within 5 feet hits you with a Melee Attack, it takes 1d6 thrust damage.

Actions (1)

  • Thorn Vines Hit +8, Dmg 2d12 strike + 1d12 thrust

  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

  • Containment: On a hit, a Medium or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.

  • You can only grapple 4 creatures at once.

  • Long Reach: The reach of this Attack is 30 feet.

  • Shoot Spikes Hit +8, Dmg 6d6 thrust

  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

  • Ranged Weapon (60/120)

Reaction

  • Spike Defense When a creature hits a Melee Attack against you, you can use your Reaction to shoot spikes everywhere.
  • All creatures within 10 feet of you must succeed on a Reflex Save (DC 16), or take 4d6 thrust damage.


Poison Bloom Tree

Large, Plant

Tier 3, Challenge Point 10, XP: 30

Attributes

AC 14 AP 3
HP 88 Posture 48
  • Damage Immunities Brain, Bleed, Poison
  • Damage Weakness Fire
  • Passive Insight/ Perception 18
  • Senses Blind Senses
  • Language Sylvan

Movement

Base 20 Climb/ Swim 0 Dash 10

Stats + Skills

STR +8 DEX -3 INT -3 WIS +8 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Camouflage While you are motionless, you appear to be a normal tree. A creature that attempts to analyze you must succeed on a Nature Check (DC 16) to notice your true form.
  • Echolocation You lose Blind Senses and become completely Blinded while Deafened.
  • Entangle Grounds: All the area within 30 feet within you becomes harsh terrain for creatures of choice.
  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 16), or be pushed 10 feet away and become Knocked Prone.
  • Putrid Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 16) or become Poisoned (1d12, 1 turn).
  • A creature that is already Poisoned takes 1d12 poison damage instead.

Actions (1)

  • Rotten Vines Hit +8, Dmg 2d12 strike + 1d12 poison
  • Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 16), or become Poisoned (1d12, 1 turn). A creature that is already Poisoned takes 1d12 extra poison damage instead.
  • Containment: On a hit, a Medium or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
  • You can only grapple 4 creatures at once.
  • Long Reach: The reach of this Attack is 30 feet.


Haunted Tree

Large, Plant/ Undead

Tier 3, Challenge Point 10, XP: 30

Attributes

AC 14 AP 3
HP 88 Posture 48
  • Damage Immunities Brain, Bleed
  • Damage Weakness Fire
  • Passive Insight/ Perception 18
  • Senses Blind Senses
  • Language Dark Common, Sylvan

Movement

Base 20 Climb/ Swim 0 Dash 10

Stats + Skills

STR +8 DEX -3 INT -3 WIS +8 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 16) or become Scared of you for 1 turn.
  • Camouflage While you are motionless, you appear to be a normal tree. A creature that attempts to analyze you must succeed on a Nature Check (DC 16) to notice your true form.
  • Echolocation You lose Blind Senses and become completely Blinded while Deafened.
  • Entangle Grounds: All the area within 30 feet within you becomes harsh terrain for creatures of choice.
  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 16), or be pushed 10 feet away and become Knocked Prone.

Actions (1)

  • Haunted Vines Hit +8, Dmg 2d12 strike + 2d12 dark
  • Fearful Haunt: If you hit a creature that is Scared, that creature takes extra 1d12 psychic damage.
  • Containment: On a hit, a Medium or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
  • You can only grapple 4 creatures at once.
  • Long Reach: The reach of this Attack is 30 feet.

Tier 4



Elder Tree

Enormous, Plant

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 14 AP 4
HP 252 Posture 130
  • Damage Immunities Brain, Bleed
  • Damage Weakness Fire
  • Passive Insight/ Perception 20
  • Senses Blind Senses
  • Language Sylvan

Movement

Base 20 Climb/ Swim 0 Dash 10

Stats + Skills

STR +12 DEX -3 INT -3 WIS +10 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Call When you roll for Initiative, you can call other 1 Tree creatures to aid you in battle.

Abilities

  • Camouflage While you are motionless, you appear to be a normal tree. A creature that attempts to analyze you must succeed on a Nature Check (DC 20) to notice your true form.
  • Echolocation You lose Blind Senses and become completely Blinded while Deafened.
  • Entangle Grounds: All the area within 30 feet within you becomes harsh terrain for creatures of choice.
  • Heavy Impact When you hit an Attack against a Large or smaller creature, that creature must then succeed on an Athletics Save (DC 20), or be pushed 10 feet away and become Knocked Prone.
  • Plant Regeneration You regain 1d8 HP at the start of your turn while alive. If you take any fire damage, you lose this ability for 1 turn.
  • Spiked Armor When a creature within 5 feet hits you with a Melee Attack, it takes 1d6 thrust damage.

Actions (2)

  • Thorn Vines Hit +12, Dmg 2d12 strike + 2d12 thrust

  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

  • Containment: On a hit, a Medium or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.

  • You can only grapple 6 creatures at once.

  • Long Reach: The reach of this Attack is 30 feet.

  • Shoot Spikes Hit +12, Dmg 4d8 thrust

  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

  • Ranged Weapon (60/120)

Reaction

  • Spike Defense When a creature hits a Melee Attack against you, you can use your Reaction to shoot spikes everywhere.
  • All creatures within 10 feet of you must succeed on a Reflex Save (DC 20), or take 4d8 thrust damage.