The Tree Lord, The Mighty Oak of the Highborn
Emninrieman (CR 20)
The treant known as Emninrieman has ruled over the Highborn Lands since before the formation of the Eastern Council (perhaps even longer). He is unique amongst his kind due to his fey heritage. No one is sure how he gained this heritage but most of his people assume it comes from his unusual connection to nature and the Balance.
While his rule over the Highborn Lands is absolute, he is not a tyrant. The Highborn Lands are well guarded by his fanatical followers, which includes powerful fey creatures or half-fey elves. Emninrieman has rarely been seen outside the High Forest of his homeland, but the powerful ruler had been known to visit the Knotwood before it fell into evil.
Emninrieman can fly but he doesn’t have true wings (and he rarely does). Instead, he can form his upper branches into winglike appendages. It is believed that he flies either through sheer force of will or through his unique connection to the Balance.
Emninrieman has the ability to tap into the power of the natural world in order to transform himself into an Aspect of Nature. He is a Divine Rank 0 being in such a form. (I don’t have any stats for that version of Emninrieman, yet. -RPB)
hp 138 (7d6+28 plus 10d8+40); DR 10/slashing
Male half-fey treant druid 10
N Huge fey
Init +0; Senses Low-light vision; Listen +16, Smell +16, Spot +16, Taste +16
Languages Bugbear, Common, Elven, Sidhe, Sylvan, Treant.
Armor Class 21 (-2 size, +13 natural), touch 8, flat-footed 21; AC 24, touch 8, flat-footed 24 with barkskin magic seed
Immune Enchantment spells and effects as well as all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison; sleep effects; paralysis; polymorph; stunning; not subject to critical hits
Fort +16, Ref +5, Will +17 (+21 against the spell-like abilities of fey)
Weakness Vulnerability to fire
Speed 30 feet (6 squares), fly 60 ft. (good)
Melee Slam +21 (2d6+11/x2) or
Melee 2 slams +21 (2d6+11/x2)
Space 15 ft.; Reach 15 ft.
Base Attack +12; Grapple +29
Attack Options Improved Sunder, Power Attack, trample 2d6+13
Special Actions Wild Shape 7/day (elemental 2/day)
Combat Gear Magic seed of barkskin +3, magic seed of endure elements, magic seed of owl’s wisdom, magic seed of protection from extremism
Druid Spells Prepared (CL 17th; save DC = 16 + spell level)
9th (1/day) – nature’s avatar (3)
8th (2/day) – cocoon (3), finger of death
7th (3/day) – master earth (3), storm tower (3), word of balance (3)
6th (5/day) – anger of the noonday sun (3), greater dispel magic, heal, hide the path (3), transport via plants
5th (5/day) – awaken, baleful polymorph, cold snap (3), fireward (3), wall of thorns
4th (6/day) – cure serious wounds, enhance wild shape (3), eye of the hurricane (3), lay of the land (3), moon bolt (3), poison vines (3)
3rd (6/day) – capricious zephyr (3), corona of cold (3), daylight, downdraft (3), protection from energy, remove disease
2nd (6/day) – binding winds (3), cat’s grace, earthbind (3), mass camouflage (3), one with the land (3), soften earth and stone, winter’s embrace (3)
1st (7/day) – animate water (3), calm animals, camouflage (3), cloudburst (3), obscuring mist, speak with animals, wood wose (3)
0th (6/day) – create water, cure minor wounds, dawn (3), guidance, naturewatch (3), resistance
Spell-like Abilities At will – charm person; 3/day – detect law, protection from law; 1/day – confusion, enthrall, faerie fire, glitterdust, hypnotism, suggestion.
Restrictions Limited weapon selection, cannot wear metal armor
Abilities Str 29 (+9), Dex 10 (+0), Con 19 (+4), Int 16 (+3), Wis 23 (+6), Cha 16 (+3)
Special Attacks Animate trees, double damage against objects, spontaneous casting, trample
Special Qualities Animal companion (11th, dire wolf), chosen of nature, nature sense, plant traits, resist nature’s lure, trackless step, venom immunity, wild empathy (+23), wild shape, woodland stride
Feats Craft Magic Seed (4), Extra Wild Shape (1), Improved Sunder, Iron Will, Power Attack, Natural Spell
Skills Concentration +14, Diplomacy +15, Gather Information +5, Handle Animal +13, Heal +16, Hide -3*, Intimidate +13, Knowledge (local) +8, Knowledge (nature) +15, Listen +16, Sense Motive +16, Smell +16, Spellcraft +13, Spot +16, Survival +16 (+18 aboveground), Taste +16
Possessions Amulet of mighty fists +2, ring of silent spells (2), third eye sense (2).
Animate Trees (Sp) Emninrieman can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if Emninrieman is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.
Double Damage against Objects (Ex) If Emninrieman makes a full attack against an object or structure, he deals double damage.
Chosen of Nature (Su) Emninrieman hit dice stacks with his druid levels regarding the following druid class features: Animal Companion, Divine Spells, Wild Empathy, and Wild Shape.
Trample (Ex) Reflex DC 22 half. The save DC is Strength-based.
Skills *Emninrieman has a +16 racial bonus on Hide checks made in forested areas.
1) Complete Divine
2) Magic Item Compendium
3) Spell Compendium
4) The Complete Guide to Treants (d20 System)