Defense Tree «Prot Ep»

Reported By: unknown contributor in GW06 Module

Role: Unknown
Base Stock: Birch / Oak Tree

MCC Stat Block: Prot Ep 'Defense Tree' (1d6 (3)): Init +7; atk see description; AC 18; HD 31D5 hp 93 each; NO MOVEMENT; 1d20+1d20; SV Fort +2, Ref -3, Will -3
Mutations: (P) Total Immunity

Number Appearing: 1d6
Morale: 2
Hit Dice: HD 31D5
Armor: 8 (AC 18)
Size: Huge 10M+ Tall

Movement: NO MOVEMENT

Attack: See Description

MS: 2   PS: 16
IN: 2   DX: 2
CH: 9   CN: 16

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Nutrients from Soil
Habitat: Forests
Tech Level: 0 - 0
Artifacts: Unknown

Description (Initial Observations): Prot eps are the most ancient of trees, surviving the original holocaust by constantly adapting until they could not be killed. Prot eps cannot take damage from any kind of attack, natural or artificial. No disease, insect, or plant life can affect them. Their roots are like steel cables travelling miles below the ground. They cannot be knocked over, torn up, or driven into the ground. They have bark like a birch, leaves like a maple, but are pure white in color, and grow to the shape and size of an old oak. Chemical defoliants, radiation, or antimatter will wither all the vegetation around them but cannot even change their color. They only die of old age, and that is after thousands of years. Some civilizations revere them as gods, others build their villages around their trunks or in their branches. There is no safer place for a party of adventurers to camp overnight than in the branches of a prot ep, as attacks cannot usually penetrate the foliage surrounding them and very few dangerous creatures seem to be able to live or hunt in them (usually snakes can survive).

Reactions: No known interactions

Behavior: Prot eps cannot take damage from any kind of attack, natural or artificial. No disease, insect, or plant life can affect them. Their roots are like steel cables travelling miles below the ground. They cannot be knocked over, torn up, or driven into the ground. They have bark like a birch, leaves like a maple, but are pure white in color, and grow to the shape and size of an old oak. Chemical defoliants, radiation, or antimatter will wither all the vegetation around them but cannot even change their color. They only die of old age, and that is after thousands of years. Anyone attempting to make armor from a prot ep will discover that any bark or leaves crumble to dust 1d6 hours after they are removed.

Behavior: Behavior not recorded

Society: Anthropological studies incomplete