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Creature:Elder Treant

From Teriock
 Stats: ❤️8d10 Hit Dice❤️48 HP🩵3d10 Mana Dice🩵18 MP⬆️Size 8
 Attributes: INT0STR5MOV0SNK0PER0
 Creature types: Treant
 Looks: Walking tree with a rough face, branches for arms, and roots as feet.

Elder treants are very rare, thought of as the true shepherds of the forests. They are believed to be only one per forest. Elder treants are very reclusive and spend most of their time dormant (in tree form). Protectors and shepherds of the forest, these ancient beings are believed to be descendants of nature elementals or fae. Each is native to a particular forest which it protects and maintains for hundreds of years. Treants are slow, patient beings, ever on the watch for threats to nature and protecting beings who can't protect themselves.


 Abilities: 
 Duration: Always active.

You can see in the dark up to 60 feet as though it is dim light.
 Delivery: 🔮Conjured👉️Touch( 🪨UB🤚Hand⚔️Attack )
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: Your hand's range.

 On hit: Target is no longer poisoned and is healed at the start of your next turn. Heightened: For each additional MP spent, target is healed again at the start of your next turn.
 Duration: While alive.

At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you take fire damage, this effect doesn't apply on your next turn.
Limitation: Nature only.
 Duration: Always active.

You gain Elder Sorcery Creation and All Elder Sorcery Words. In addition, you can create Elder Sorcery spells on a short rest instead of a long rest. Creating Elder Sorcery spells in combat has the same consequences and penalties as typical casters would have with creating them during a short rest. You can create, cast, and learn spells with any "grammar".
 Mana cost: Creation cost is at least 1 MP per OP of each word in the spell plus 3 × MP of the spell itself.
 Hit cost: Creation cost is at least 3 × HP of the spell itself.
 Material cost: Creation cost is at least 3 × the material components of the spell itself.
 Duration: Instant.

You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.
 If proficient: You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes. If fluent: In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
 Duration: Always active.

You know celestial OP 1 Elder Sorcery words and those of every element.
OP 1 Elder Sorcery Words
OP Celestial Adjectives Celestial Adverbs Celestial Articles Celestial Conjunctions Celestial Nouns Celestial Prepositions Celestial Pronouns Celestial Verbs Flame Nouns Flame Verbs Life Nouns Life Verbs Nature Nouns Nature Verbs Necromancy Nouns Necromancy Verbs Storm Nouns Storm Verbs
1 bad as an as color by me are ash crack amulet calm dirt augment blemish force attention cool
big carefully one but cup for my be cinder damage burn defend fruit bloom darkness intimidate breeze distract
bright here the or dagger in that begin ember dry health detect grass grow filth shame cloud float
clean pretty so foot of this did flame glow hurt mend leaf lull grave sicken drop identify
little then hand off you may howl illuminate illness prevent path lure pain spoil mind look
long there hat on your might light kindle symbol repel reach nourish seizure summon mist read
short today skin to stand spark rush talisman restrain size ripen stench taint sand slow
small torch tend tinder temper valor shelter twig shrink tears twist study speed
this wand use warmth warm wounds soothe vine touch woe wrench vision stun
watermelon

 If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).

 If proficient: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * P) experience bonus during Elder Sorcery spell creation. If fluent: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * F) experience bonus during Elder Sorcery spell creation.
 Duration: Always active.

You gain Supernatural Strength. In addition, you deal boosted with all melee weapon attacks and they are AV0 for you.
 Attribute improvement: This ability sets your STR score to a minimum of 5.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your PER score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.
 Duration: Always active.

You do not have real opposable thumbs. All items are two-handed for you.
Adept: This costs 1 less MP (with a minimum of 0).
Limitation: Only adept in home forest.
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Requirements: Target is undead or has died within the last 10 minutes.

 On hit: If target is dead, they are brought back to life. If they had less than 1 HP, they have 1 HP. If they had less than 1 MP, they have 1 MP. Otherwise, their HP and MP do not change. If target is undead, you can choose to have them be healed for damage. Rebirth does not count as a healing effect unless you choose to heal with it. Heightened: For each additional MP spent, target can have been dead for an additional 10 minutes. If target is undead, they are healed an additional time. If proficient: If target is undead, they are healed for damage P times. If fluent: If target is undead, they are healed for damage F times.
 Target: 👤Creature( Hit target's AC. )
 Duration: Until dawn.
 Range: 30 feet.

 On critical hit: If you want, the target must spend 1 MP to be able to Self Revert. On hit: Target is minorly transformed into a tree or revert a minor transformation. The size of the tree is equal to the target's SIZE prior to being transformed. If a treeformed creature is reduced to 0 HP, then they revert and any remaining damage carries over to their reverted state. Heightened: For each additional MP spent, this effect lasts an addition turn without the target being able to Self Revert.
 Duration: Until dawn.

 On hit: You are minorly transformed into a tree or revert from being one. You may do this even if you are minorly transformed into a tree.

 Body Parts: 
Foot Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Foot 1 -3   Normal (5 feet) 0 0 lb. -3 Bashing, Small Body parts
1Normal (5 feet)
Grasping vines gain SB when you're attacking a creature with a shield.

Grasping Vine Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Grasping Vine 1d6 Vine -3 Normal (5 feet) +1 0 lb. -3 Entangling, Handy, Weapon Body parts
1d6 VineNormal (5 feet)
Hand Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Hand 1 -3   Normal (5 feet) 0 0 lb. -3 Bashing, Handy, Prehensile, Small Body parts
1Normal (5 feet)
Prehensile sharp claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Prehensile Sharp Claw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Prehensile Sharp Claw 1d6 -3 Normal (5 feet) +1 0 lb. -3 Handy, Prehensile, Weapon Body parts
1d6Normal (5 feet)
Reinforced Bark Stats
Name Base Damage Attack Penalty Piercing Range AV Weight Min STR Properties/Abilities Equipment Classes
Reinforced Bark 0 -3   Self 4 0 lb. -3 Armor, Body parts
0Self