Medium or Large, chosen when you create your character. An Aged usually stands about 12 feet tall, but its body can compact or broaden as its root structure develops.
Uncommon
Construct
Construct·Medium or Large, chosen when you create your character. An Aged usually stands about 12 feet tall, but its body can compact or broaden as its root structure develops.
The Aged
Arboris vigilans
Speed
30 ft.
Lifespan
Aged do not age in the manner of flesh-born creatures. Most remain active for 300 to 600 years, while Elder Boughs may endure for a millennium. They eventually return to the soil when their root-heart can no longer sustain movement.
Darkvision
60 ft.
Habitat
Temperate, subtropical, and ancient primeval forests, especially places where natural magic runs deep.
forest guardian
humanoid tree
construct
silent speaker
rooted defender
fire-fearful
nature protector
SizeMedium or Large, chosen when you create your character. An Aged usually stands about 12 feet tall, but its body can compact or broaden as its root structure develops.
Speed30 ft.
LifespanAged do not age in the manner of flesh-born creatures. Most remain active for 300 to 600 years, while Elder Boughs may endure for a millennium. They eventually return to the soil when their root-heart can no longer sustain movement.
Creature TypeConstruct
Darkvision60 ft.
The Aged are twelve-foot guardians of the deep woods, humanoid trees whose bark remembers every axe stroke and whose roots drink from the soil beneath their feet. They do not sleep, they do not speak, and they do not abandon a forest entrusted to their care. Patient as mountains and terrifying when roused, an Aged adventurer walks beyond the canopy only when the woodland’s survival demands it, carrying the silence of the trees into a noisy world of roads, kingdoms, and open flame.
Physical Description
The Aged are tall, humanoid constructs shaped from living wood, hardened heartwood, and a core of intertwined roots. Their bodies resemble trees that have learned to walk upright. Their limbs are long and jointed like massive branches, their fingers divide into rootlets, and their feet spread into gripping roots that can anchor them against wind or sudden force. Bark forms their outer skin in plates and ridges, with moss, lichen, flowers, or shelf fungi growing naturally across older bodies. Their faces are suggested by hollows, knots, cracks, and pale sap that glows where eyes might be. No two Aged look alike. Their appearance records the forest that formed them, from blackthorn spines and red maple leaves to silver birch bark and hanging willow tendrils. They cannot speak. Instead, they communicate through signs, written marks, taps against wood, gestures, scent, and the subtle rustle of their branches. They understand Common and Sylvan, though their inability to answer aloud often leads strangers to mistake them for mindless guardians.
Society & Culture
Aged society is organized around groves rather than families. Each grove recognizes duties such as sentinel, seedkeeper, pathwarden, memory bearer, and ash watcher. Their history is preserved through living memory, carved rings, planted memorial trees, and shared root-dreams experienced while feeding. They do not sleep, but they enter periods of stillness to absorb water and nutrients from the soil. During these periods, they may remain motionless for hours while their awareness extends through nearby roots and fungal threads. Aged children are not born. They are cultivated from saplings, fallen branches, and awakened root-hearts, then taught through patient imitation. Individuality is respected, but no Aged is permitted to forget that personal freedom exists within a larger obligation to the woodland.
Religion & Alignment
The Aged rarely worship gods in the manner of temple-going peoples. They honor the living forest, ancestral root-hearts, ancient nature spirits, and the cycles of growth, decay, and renewal. Many serve a particular grove as a sacred trust. Their strong sense of duty often draws them toward lawful alignments, while their defense of life and habitat commonly leads them toward good. Some become neutral wardens who protect balance without favoring civilization or wilderness.
Homelands & Architecture
Aged homelands are not built so much as cultivated. Their settlements consist of living arches, hollow halls, root bridges, moss-roofed chambers, and clearings shaped by patient pruning. They avoid cutting healthy trees whenever possible, instead persuading trunks and roots to grow around roads, gathering places, and defensive walls. The oldest groves contain memory courts where Aged stand in circles, hands sunk into the soil, sharing impressions through root and fungus.
Relationships With Other Peoples
The Aged are protective of most living things, but their loyalty is directed first toward the forest as an ecosystem rather than toward any individual creature. They respect druids, rangers, fey, and careful stewards, while distrusting miners, reckless settlers, and anyone who uses fire carelessly. They can form deep friendships with shorter-lived peoples, though they often struggle with the grief of watching companions age and die. Among themselves, the Aged debate whether forests should remain untouched or be actively guided toward healthier forms. These disagreements can last for decades without becoming personal, though an attack on a grove ends all debate.
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