The Treant also know as the Wood Eyes, the Trent, or the Torrent. They often resemble trees in their appearances, often with a face carved into them. Due to their tree-like nature, they are usually weak to the Fire element, and occasionally have an affinity with the Earth. The typical treant is 35 feet tall, with a trunk 8 feet in diameter, and weighs 7,500 pounds. Treants tend to resemble the species of trees most common in their woodland territories.
Melia (CR 14)
NE Huge Plant
Init +6; Senses Darkvision 60 ft., Low-light vision 120 ft., tremorsense 120 ft.; Perception +20
AC 28, touch 10, flat-footed 26 (+2 dex, +18 natural, -2 size)
HP 242 (21d8+147)
Fort +19, Reflex +9, Will +12
Absorb Water; DR 10/slashing; Immune plant traits and earth;
Speed 30 ft.
Melee 2 Slams +28 (3d6+19/19-20 plus berserk), Claw +22 (3d6+19 plus grab)
Space 15 ft.; Reach 20 ft.
Special Attacks Arboreal Storm, Canopy, Rise and Fall, Rock Throwing (240 ft.), Rest In Peace, Spring Breeze, Trample (3d6+28, DC 31)
Str 38, Dex 15, Con 24, Int 14, Wis 16, Cha 15
Base Atk +15; CMB +31; CMD 43
Feats Alertness, Combat Reflexes, Improved Critical (Slam), Improved Initiative, Improved Natural Weapon (Slam), Improved Natural Weapon (Claw), Improved Sunder, Iron Will, Power Attack, Snatch, Weapon Focus (Slam)
Skills Diplomacy +14, Intimidate +14, Knowledge (nature) +15, Perception +20, Sense Motive +17, Stealth -14 (+2 in forests); Racial Modifiers +16 Stealth in forests
Languages Common and Treant
SQ double damage against objects, treespeech
Arboreal Storm (Ex)
A melia spins around in a circle in its full 20 foot reach hitting everything with its 4 arms dealing 5d6+38 damage. This does not trigger a Berserking Slam save.
Berserking Slam (Su)
A melia is coated with an oil that most creatures fly into a rage continuously fighting without thinking until they run out of steam for 1d6 rounds. Successful Fort save of a DC 23 negates this effect.
The melia does a cone sweep in front of it dealing 3d6+38 damage to all targets within range. Berserking Slam DC is also a factor in this.
Double Damage Against Objects (Ex)
A melia that makes a full attack against an object or structure deals double damage.
Rise and Fall (Ex)
Once every 1d4+1 rounds, the melia grabs all the roots in the surrounding area in a 60-ft.-cone from it and lifts earth and roots at the players. This creates the area to be difficult terrain (except for itself) for the rest of the encounter and deals 8d6+14 points of earth damage unless they make a Reflex save DC 22 for half damage. The effect also throws you off your feat and everyone within the area must make a 2nd Reflex of a DC 15 or Acrobatics DC 25 save to catch yourself from not falling on the ground.
Rest In Peace (Su)
1/day, melia chants a hymn that kills all of those who are asleep (friend and foe alike) within 30 ft. of it. Everyone who is asleep must make a Fortitude save DC 22 or dies. Blue mages may learn this ability as a 9th level spell (Knowledge: Nature DC 33).
Spring Breeze (Su)
A melia surrounds itself in a bluish-yellow breeze within a 30-ft.-radius. Creatures within the area of effect must make a Will save (DC 16) or be inflicted with Sleep status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).
A melia has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.