We present three new treant lineages. Oak Treants, Willow Treants, and Cactus Treants.
Treants – Three Species is a monster supplement for 5e that presents treants not as solitary forest curiosities, but as dominant ecological authorities shaped by species, climate, and age. Instead of relying on a single treant stat block, this book provides three distinct and escalating ladders: deep-rooted forest sovereigns, mist-veiled river manipulators, and desert-forged thornbound sentinels.
These are not elemental variants. They are biological lineages.
The intent of this product is environmental dominance and evolutionary expression. Oak treants represent authority, endurance, and territorial anchoring. Willow treants represent control, isolation, and the shaping of movement through water and mist. Cactus treants represent survival through punishment, adaptation to extremes, and the weaponization of harsh terrain. Each ladder escalates not simply in size or damage, but in presence, influence, and ecological control.
Geography, alliances, and rivalries are intentionally undefined. These treants can represent ancient forest courts, haunted river kingdoms, or desert dominions that reshape dunes and stone through patient growth. They are not meant to replace the traditional treant—they are divergent expressions of what a treant becomes when shaped by different climates and survival pressures.
Whether these lineages cooperate, compete, war across ecosystems, or view younger forests as naive is left entirely in the GM’s hands.
Oak treants are the sovereigns of deep forests. Broad-trunked and thick-barked, they anchor territory through immovability and force. Their presence reshapes soil, strengthens surrounding plant life, and locks enemies into battles they cannot easily escape.
They are deliberate, judicial, and territorial. They do not chase. They endure. Combat begins not with a charge, but with the ground itself rebelling against intruders.
Oak treants are designed for:
- Ancient forest strongholds
- Territorial boundary encounters
- Defensive, area-control battles
- Campaign arcs involving regional ecological power
They do not wander. They claim.
Willow treants dwell along riverbanks, marshlands, and floodplains. Slender but immense, their long tendrils isolate enemies and drag prey into obscured terrain. Where oak dominates ground, willow dominates movement.
They are patient manipulators. They divide, obscure, and reposition rather than overpower. A willow treant rarely confronts a formation head-on—it breaks cohesion first.
Willow treants are designed for:
- Swamp and river encounters
- Fog-heavy battlefields
- Isolation and reposition mechanics
- Psychological or dream-inflected storylines
They do not block. They entangle.
Cactus treants rise from deserts and arid badlands. Armored in spines and sustained by internal reserves, they embody survival in hostile climates. Every strike against them carries consequence.
They are reactive rather than expansive. Where oak roots and willow drags, cactus punishes. The desert around them becomes a weapon—sand, heat, and needle storms reshaping the battlefield.
Cactus treants are designed for:
- Arid wilderness encounters
- Ranged-pressure battles
- High-risk melee engagements
- Environmental attrition scenarios
They do not chase survival. They are survival.
Treants – Three Species offers three ecological philosophies shaped by species and age: authority, manipulation, and endurance. How these lineages intersect—whether as rival dominions, distant ecosystems, or forces of nature indifferent to one another—remains entirely in the GM’s hands.
Oak Youngwood (CR 1/4): Newly awakened oak that entangles intruders with erupting roots before striking with heavy limbs.
Oak Rootbound (CR 1/2): Thick-barked defender that becomes extremely difficult to move once planted into the soil.
Oak Elder Trunk (CR 3): Massive forest anchor whose roots reshape the battlefield into treacherous terrain.
Oak High Ancient (CR 7): Towering territorial authority capable of upheaving large sections of ground through violent root surges.
Oak Primeval Sovereign (CR 9): Colossal forest monarch whose roots and canopy dominate entire groves.
Willow Youngwood (CR 1/4): Slender treant that lashes enemies with hanging tendrils to pull them out of formation.
Willow Grovewarden (CR 1): Mist-shrouded guardian that drags enemies through fog and marsh terrain.
Willow Elder Trunk (CR 3): Riverbound hunter that grapples prey with massive tendrils and drags them through water.
Willow High Ancient (CR 7): Ancient marsh sovereign capable of engulfing battlefields in fog and dragging enemies toward its grasp.
Willow Primeval Sovereign (CR 9): Gargantuan master of waterways and mist that isolates entire groups of enemies within its domain.
Cactus Youngwood (CR 1/4): Young desert sentinel that erupts in spines when disturbed.
Cactus Rootbound (CR 1/2): Hardened cactus defender whose spines punish attackers that strike too closely.
Cactus Elder Trunk (CR 3): Towering desert guardian that alternates between crushing limbs and deadly needle volleys.
Cactus High Ancient (CR 7): Ancient cactus colossus capable of devastating enemies with explosive storms of spines.
Cactus Primeval Sovereign (CR 9): Gargantuan desert monarch that turns sandstorms and needle storms into battlefield weapons.
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)