Treant, Zombie (CR 8)

Huge Plant
Alignment: Always Neutral
Initiative: -1 (Dex)


AC: 24 (-2 size, -1 Dex, +17 natural), touch 7, flat-footed 25
Hit Dice: 10d10+50 (104 hp)
Fort +14, Ref +0, Will +5
Speed: 15 ft.
Space: 15 ft./15 ft.
Base Attack +5; Grapple +24
Attack: 2 slams +14 melee
Damage: Melee 2 slams 3d6, plus paralyzation
Special Attacks/Actions: Paralyzation 1d6 + 2 rounds (Fort save negates, elves immune)
Abilities: Str 33, Dex 6, Con -, Int -, Wis 12, Cha 10
Special Qualities: Immune to sleep, charm, hold, and death magic spells, immune to all poisons and cold-based attacks; fire-based attacks against a zombie treant are +1 to hit (and cause normal damage); a zombie treant saves against all fire-based attacks at -1.
Feats: -
Skills: -
Advancement: -
Climate/Terrain: Temperate forest
Organization: Solitary
Treasure/Possessions: None

Source: Converted

Zombie treants are the scions of treants that have had the misfortune of laying down roots in an area contaminated by undead.

Mature zombie treants stalk the forests as relentless, mindless killers. Like ghouls, zombie treants can cause paralysis with the merest touch (DC 12 Fort save or be 1d4+1 rounds). They play no role in the natural order, other than a destructive one; wherever a zombie treant sets down, it kills all the natural vegetation up to 500 feet away.

When a zombie treant remains in the same place for a full day, it kills all the natural vegetation within a 10-foot radius, The radius increases 10 feet for every day the treant stays in the same place, up to a maximum of 500 feet (which takes about 7 weeks). The spoiled soil remains incapable of supporting vegetation for a year after the treant moves on or dies. A handful of this soil can be substituted for any of the seven ingredients needed to create a dracolich.

Weapons made of zombie treant wood inflict the same amount of damage on vampires as on normal creatures; that is, a vampire struck with a club or spear made of zombie treant wood suffers 1d6 points of damage.