From: Twisted Labyrinth of the Fae
These ancient guardians of the forest have been warped into monstrous parodies of nature. Their bark is covered in writhing thorns, their branches ending in sharp, grasping claws. They lumber through the labyrinth, their movements slow but inexorable, crushing anything in their path.
Lore of the Twisted Treants: Before the taint of chaos seeped into the Whispering Woods, the Treants stood as venerable guardians, their gnarled forms embodying the wisdom and resilience of the ancient forest. They were revered by the woodland creatures, their presence a source of solace and protection. However, as the chaotic energies twisted the very essence of the woods, the Treants were not spared from its insidious influence.
The once-serene giants became monstrous parodies of nature, their bark hardening into a gnarled carapace of thorns, their branches morphing into cruel claws. Their eyes, once filled with ancient wisdom, now burned with an unnatural fury, their voices echoing with a guttural roar of rage and pain.
Driven mad by the corruption, they now wander the labyrinth, their once-protective instincts twisted into a destructive frenzy. They see all living things as intruders, their lumbering gait a harbinger of doom for those who cross their path. Their strength, once used to nurture the forest, is now a weapon of destruction, crushing everything that stands in their way.
Twisted Treant
- Tier: 1 (Boss)
- Type: Plant
- Size: Huge
- Alignment: Chaotic Neutral
- Armor Class: 16 (Natural Armor)
- Hit Points: 65 (9d12 + 18)
- Speed: 30 ft.
- STR 20 (+5) | DEX 8 (-1) | CON 16 (+3) | INT 5 (-3) | WIS 10 (+0) | CHA 7 (-2)
- Skills: Athletics +8
- Damage Vulnerabilities: Fire
- Damage Resistances: Bludgeoning, Piercing
- Condition Immunities: Blinded, Charmed, Deafened, Frightened, Prone
- Senses: Blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Languages: —
- Challenge: 3 (700 XP)
Actions:
- Multiattack: The treant makes two claw attacks.
- Claw: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
- Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Strategy: Twisted Treants are slow but relentless foes. Their immense strength and resilience make them difficult to take down, and their attacks can easily crush and maim their opponents. They are vulnerable to fire, however, and their lack of sight can be exploited by agile opponents who can outmaneuver them.
Vulnerabilities: As plant creatures, Twisted Treants are particularly vulnerable to fire damage. Their wooden bodies are highly flammable, and even a small flame can quickly spread and engulf them.
Tags: Plant, Huge, Strong
Battle Tactics of the Twisted Treants: The Twisted Treants are not known for their tactical prowess, their minds clouded by the chaotic energies that have warped their forms. Instead, they rely on their immense strength and resilience to overwhelm their foes. Their movements are slow and deliberate, but their attacks are devastating. Their massive claws can rend flesh and shatter bone with ease, and their slam attacks can send opponents sprawling.
Despite their lack of agility, Twisted Treants are surprisingly difficult to evade. Their long reach allows them to strike at foes from a distance, and their thick bark provides them with a natural armor that can deflect most attacks. They are also relentless in their pursuit, their anger fueling their attacks until their opponent is either defeated or escapes.
One of their most dangerous tactics is to use their immense strength to manipulate the environment. They can uproot trees, hurl boulders, or even collapse sections of the labyrinth to trap or crush their foes. This unpredictable and destructive behavior makes them a formidable threat to any who dare to enter their domain.
Environment: Twisted Treants are typically found in the deeper sections of the Twisted Labyrinth of the Fae, where the chaotic energies are strongest. They are drawn to areas of dense vegetation, as the twisted plants and trees seem to resonate with their corrupted nature. They can also be found near ancient ruins or sacred groves, as these places hold a lingering connection to the natural world that they once protected.
Remains: The remains of a Twisted Treant, while a testament to its destructive power, can also be a source of valuable resources. Their hardened bark, infused with chaotic energy, can be used to create powerful magical items or protective talismans. Their thorns, while poisonous, can be harvested and used in the creation of alchemical concoctions or venomous weapons.
Even their massive bodies can be utilized. Their wood, while twisted and gnarled, is incredibly dense and durable, making it ideal for crafting sturdy furniture or fortifying structures. Their sap, a thick, resinous substance, has been used in various rituals and ceremonies, believed to possess the ability to ward off evil spirits and protect against the encroaching chaos.

Sensory and Extrasensory Perceptions of a Twisted Treant:
- Sight:
- Description: A towering, imposing figure of gnarled wood and twisted branches. Its bark is a mass of thorny protrusions, its limbs ending in sharp claws. Its eyes burn with an unnatural orange light, and its mouth is a gaping maw of splintered wood.
- Positives: The Twisted Treant’s size and imposing figure make it easy to spot from a distance, allowing for preparation and strategic planning.
- Negatives: Its grotesque and unsettling appearance can instill fear and dread in those who behold it.
- Sound:
- Description: A low, guttural growl that rumbles through the labyrinth, accompanied by the cracking of wood and the snapping of branches as it moves. The sound of its heavy footsteps reverberates through the air, creating an ominous atmosphere.
- Positives: The distinct sounds it makes can serve as a warning, allowing for a tactical retreat or ambush.
- Negatives: The sounds can be terrifying and demoralizing, potentially causing panic and disarray.
- Smell:
- Description: A pungent odor of decaying vegetation and sap, with a subtle hint of sulfur and burnt wood. The smell is both earthy and acrid, a reminder of the Treant’s corrupted nature.
- Positives: The strong scent can be used to track the Treant’s movements or detect its presence in an area.
- Negatives: The unpleasant odor can be nauseating and distracting, potentially hindering combat effectiveness.
- Touch:
- Description: The Treant’s bark is rough and thorny, causing pain and minor injuries upon contact. Its claws are razor-sharp, capable of inflicting deep wounds.
- Positives: None.
- Negatives: Touching the Twisted Treant is incredibly dangerous, resulting in significant physical harm.
- Taste: (Not applicable as it would be inadvisable and potentially harmful to taste a Twisted Treant)
- Extrasensory Perceptions:
- Empathy: A wave of anger, pain, and confusion emanates from the Treant, overwhelming those who are sensitive to emotions.
- Aura Sight: The Treant’s aura is a swirling vortex of sickly green and brown, pulsating with chaotic energy and a sense of corrupted nature.
- Nature Sense: Those attuned to nature feel a sense of profound unease and revulsion, as if the Treant’s presence is an affront to the natural order.
The Twisted Treant is a sensory assault, a monstrous perversion of nature that evokes both fear and pity. Its imposing figure, unsettling sounds, and noxious smell create an atmosphere of dread and danger, while its extrasensory emanations reveal the tormented soul trapped within its twisted form.
Lament of the Twisted Guardians
In epochs forgotten, before darkness’s blight, stood guardians of green, in the sun’s golden light. Roots deep in earth, branches reaching the sky, protectors of forest, where life would not die.
But chaos did come, a serpent’s cold breath, twisting and warping, a dance with death. The guardians of old, once noble and wise, became monstrous parodies, with fire in their eyes.
Bark turned to thorns, a painful embrace, branches to claws, a twisted disgrace. Their songs of life, turned to groans of despair, a lumbering menace, a chilling nightmare.
No longer protectors, but harbingers of doom, their path leaves destruction, a forest’s tomb. Beware their embrace, their crushing grip, for nature’s fury, is a terrible trip.
So, heed this tale, of the twisted guardians’ fall, for corruption can poison, the noblest of all. And remember this well, as you walk through the wood, that even the strongest, can be twisted for good.
The Moral: Let not power be used, for selfish desire, lest it consume you, in chaos’s fire.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Twisted Treant
- STR: 20 CON: 16 SIZ: 18 INT: 5 POW: 10 DEX: 8
- Skills: Brawl 60%, Climb 60%
- Attacks: Claw 65%, damage 2D8 + 5, Slam 65%, damage 2D10 + 5
- Special: Knockdown (STR save or prone on hit), Damage Reduction (1/2 from non-magical slashing and piercing weapons)
- Sanity Loss: 1/1D8 on seeing a Twisted Treant
Blades in the Dark
Twisted Treant
- Tier: III
- Harm Capacity: 13
- Armor: 2
- Quality:
- Prowess: Powerful and relentless.
- Resolve: Immune to fear and intimidation.
- Special Abilities:
- Crushing Blow: Deals significant harm on a successful attack.
- Knockdown: Forces target to the ground on a successful attack.
Dungeons & Dragons (5th Edition)
Twisted Treant
- Huge plant, chaotic neutral
- Armor Class: 16 (Natural Armor)
- Hit Points: 65 (9d12 + 18)
- Speed: 30 ft.
- STR: 20 (+5) | DEX: 8 (-1) | CON: 16 (+3) | INT: 5 (-3) | WIS: 10 (+0) | CHA: 7 (-2)
- Skills: Athletics +8
- Damage Vulnerabilities: Fire
- Damage Resistances: Bludgeoning, Piercing
- Condition Immunities: Blinded, Charmed, Deafened, Frightened, Prone
- Senses: Blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Languages: —
- Challenge: 3 (700 XP)
- Actions:
- Multiattack: The treant makes two claw attacks.
- Claw: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
- Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Knave
Twisted Treant
- HP: 32
- Armor: 2
- Attack: Claw (+4 Damage) or Slam (+5 Damage)
- Special Abilities:
- Knockdown: Target is knocked prone on a failed STR save.
- Resistance: Takes half damage from slashing and piercing weapons.
Fate (Accelerated Edition)
Twisted Treant
- High Concept: Ancient Guardian Corrupted by Chaos
- Trouble: Lumbering Engine of Destruction
- Aspects:
- Thorny Carapace of Rage
- Unstoppable Force of Nature
- Echoes of Ancient Wisdom (Lost)
- Approaches:
- Careful: -2
- Clever: -1
- Flashy: -2
- Forceful: +5
- Quick: -3
- Sneaky: -4
- Stunts:
- Crushing Blow: Inflict a severe consequence on a target with a successful attack.
- Uproot: Create an environmental hazard with a powerful attack.
Numenera & The Cypher System
Twisted Treant
- Tier: 3
- Effort: 4
- Might Pool: 15
- Speed Pool: 2
- Intellect Pool: 1
- Armor: 3
- Attacks:
- Claw (Might): 7 points
- Slam (Might): 8 points, may inflict Knockdown
- Special Abilities:
- Thick Bark: Reduces damage from physical attacks.
- Environmental Manipulation: Can create obstacles or hazards.
Pathfinder (Second Edition)
Twisted Treant
- Creature 4
- Perception: +5
- Skills: Athletics +8
- Str: 20 (+5) Dex: 8 (-1) Con: 16 (+3) Int: 5 (-3) Wis: 10 (+0) Cha: 7 (-2)
- AC: 16; Fort: +7; Ref: +2; Will: +4
- HP: 65
- Speed: 30 feet
- Melee: Claw +8 (2d8+5 slashing), Slam +8 (2d10+5 bludgeoning)
- Damage Vulnerabilities: Fire
- Damage Resistances: Bludgeoning, Piercing
- Condition Immunities: Blinded, Charmed, Deafened, Frightened, Prone
Savage Worlds
Twisted Treant
- Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+2, Vigor d8
- Skills: Fighting d8, Notice d6
- Pace: 6; Parry: 6; Toughness: 9 (2)
- Edges: Size +2, Toughness
- Hindrances: Slow
- Special Abilities:
- Armor +2: Natural bark armor.
- Claw/Slam: Str+d8, AP 2
- Knockdown: Victims of claw attacks must make an Agility roll or be knocked down.
- Weak to Fire: Takes double damage from fire attacks.
Shadowrun (6th Edition)
Twisted Treant
- Type: Spirit (Plant)
- Attributes: Body 10, Agility 2, Reaction 4, Strength 12, Willpower 6, Logic 1, Intuition 4, Charisma 2
- Skills: Intimidation 5, Unarmed Combat 8
- Magic: Spellcasting 4, Manipulation 5 (Plant Control)
- Qualities:
- Thick Bark: Armor 8
- Crushing Grip: Damage Value +4 with Unarmed Combat
- Uproot: Can create environmental hazards (GM discretion)
- Weaknesses:
- Vulnerable to fire attacks (double damage).
Starfinder (First Edition)
Twisted Treant
- CR: 3
- XP: 800
- Type: Plant
- Perception: +5
- Skills: Athletics +10
- Str: 20, Dex: 8, Con: 16, Int: 5, Wis: 10, Cha: 7
- AC: 16; Fort: +7; Ref: +2; Will: +4
- HP: 65
- Speed: 30 ft.
- Melee: Claw +10 (2d8+5 S), Slam +10 (2d10+5 B)
- Space: 15 ft.; Reach: 10 ft.
- Defensive Abilities: Damage Reduction 5/-, Resistances fire 10
- Offensive Abilities: Knockdown
Traveller (Mongoose 2nd Edition)
Twisted Treant
- Characteristics: Strength 15, Dexterity 4, Endurance 12, Intelligence 3, Education 3, Social 2
- Skills: Brawling 3
- Weapons: Claws (2d6), Slam (3d6)
- Armour: 8 (Natural)
- Special:
- Knockdown: Target must pass an END test or be knocked down.
- Resistances: 50% reduction to damage from slashing and piercing weapons.
Warhammer Fantasy Roleplay (4th Edition)
Twisted Treant
- Profile: WS 40, BS 0, S 50, T 40, Ag 15, Int 10, WP 30, Fel 10
- Skills: Climb, Consume Alcohol, Intimidate
- Talents: Crushing Blow (inflicts Critical Wounds on a successful hit), Fearsome Presence (causes Terror), Hardy
- Traits: Large, Monstrous Strength, Natural Armour (3), Slow