Treant

CR 9
Huge Plant
Armor Class 16 (natural armor)
Hit Points 185
Speed 30 ft.
Perception 17 Stealth 9

Sensestremorsense 30 ft.
Languages Common, Druidic, Elvish, Sylvan


STR DEX CON INT WIS CHA
+6 -1 +9 +1 +7 +1

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

Plant Resilience. The treant is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.

Siege Monster. The treant deals double damage to objects and structures.

Speak with Plants. The treant can communicate with Plants and nonmagical plants as if they shared a language.

Actions

Multiattack. The treant makes three Slam attacks, or it makes two Throw Rock attacks. If two Slam attacks hit one creature, the target must succeed on a DC 17 STR save or be knocked prone.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 6) bludgeoning damage.

Throw Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.

Animate Trees (1/Day). The treant magically animates 2 trees or 2d6 shrubs it can see within 60 feet of it. The trees use the statistics of an awakened tree, and the shrubs use the statistics of an awakened shrub. The animated plants act as allies of the treant, obeying its spoken commands. The plants remain for 1 hour, until the treant dies, or until the treant dismisses them as a bonus action.

Bonus Actions

Halt Intruders. The treant calls to the roots beneath up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 STR save or be restrained by roots until the end of its next turn. The treant can target only creatures in contact with the ground and can’t target creatures in contact with a manufactured floor, such as the wooden floor of a building.

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