Ent

Ent

Gigantic Sentient Plant (8d6)
STR 45 (9d6) AGI 10 (4d6) END 55 (10d6)INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)
MELEE DEFENCE 16RANGED DEFENCE 10MENTAL DEFENCE 32VITAL DEFENCE 30
HEALTH 96SOAK 13 ; VULN 1d6 fireIMMUNE Sick, Fatigued
INITIATIVE 1d6PERCEPTION 6d6 SPEED 3; CLIMB 3; JUMP -CARRY 1000lb (max lift 2250lb)
REACH 15-ftACTIONS 4
🅜 Bash 6d6 melee (3d6+9 blunt damage; grab)
Skills hardy 10 (4d6), combat 3 (2d6), perception 3 (2d6)

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Plant. Plant creatures are vulnerable (1d6) to fire, but have an additional 5 SOAK (included). Plants usually cannot wear armor. They are usually immune to the Sick and Fatigued conditions. They ignore natural difficult terrain, unless it is fire or heat-based. 
Ponderous. Ents are extremely slow and deliberate, and very set in their ways.  They have very low INITIATIVE and SPEED scores..    
Grab. Instead of doing damage, the ent can choose with a  melee attack to grab a foe of large size or smaller. The target gains the Restrained condition, requiring an unarmed attack or an attack with a small-sized weapon to escape. At the start of its turn, a grabbed creature suffers 3d6+9 crushing damage.
Woodland entities. Ents have minor magical control over plants and can create difficult terrain in a 30' radius area centered on the ent as an action.