While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster.
The treant deals double damage to objects and structures.
Blood drinker.
The Nether oak has advantage on melee attack rolls against any creature that doesn't have all its hit points. When a creature within 5 feet of the nether oak takes slashing or piercing damage, the nether oak regains 10 hitpoints.
Innate Spellcasting.
The nether oak's innate spellcasting ability is Wisdom (spell save DC 19, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: fire bolt, chill touch, toll the dead, pass without trace, hunter’s mark.
1/day each: fireball (5th level) blight, bigby’s hand (appears as root) suggestion (range 1 mile), dream, flaming sphere
Infernal roots.
The Nether oak is rooted to the ground and can only take the move action once a day. The Nether oak is aware of all creatures within 120 feet of it, but it can be attacked from anywhere in that area unless it uses its bonus action to suppress the ability to see creatures in the area until the end of the turn. A creature that attacks the roots takes 2d6 fire damage. The Nether oak cannot be pushed or pulled unless a creature succeeds in a dc 35 strength check. Plants within 500 feet of the roots wither and die. The treat can use their reaction to collect the blood of a creature that takes piercing or slashing damage in the area of the roots, activating the blood drinker effect.
Infernal origins.
The Nether oak has the plant, fiend, and undead types.
Undying.
If the Nether oak is destroyed, it bursts into flames, as if targeted by a ninth level fireball spell that spans the entirety of its roots. If any amount of humanoid blood is dropped on where the Oak died, the oak regrows over the span of one month, with one hitpoint. If the corpse of the Nether oak is doused in holy water, this effect ceases to function.
Actions
Multiattack.
The treant makes two slam attacks.
Slam.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Animate dead Trees (1/Day).
The treant magically animates one or two dead trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, they have immunity to fire, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree bursts into flames when it dies, having the same effect as the fireball spell.
Nether vines.
Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) slashing damage and the target is grappled. (Escape DC 17) the target takes an extra 1d4 piercing damage at the end of every turn they are grappled.
Volley of thorns..
Ranged Weapon Attack: +10 to hit, range 60/180 ft., 5 targets. Hit: 28 (4d10 + 6) piercing damage.
Sap spit.
Ranged Weapon Attack: +10 to hit, range 60/180 ft., 5 targets. Hit: 28 (4d10 + 6) necrotic damage and the creature is subject to the vile sap as if hit by the reaction.
Reactions
Wails of the damned.
If the Nether oak takes damage, it can start to sail until the start of its next turn. Any creature within 60 ft that hears the wail must make a DC 19 wisdom saving throw or become paralyzed until the end of it’s next turn.
Vile sap.
If the treant takes slashing or piercing damage, it oozes sap and a creature within 5 feet of it must make a DC 19 dexterity saving throw or become restrained in the sap and take 2d6 necrotic damage. The saving throw to break out of the sap is 12, but it increases by 2 every turn, to a maximum of 22, as it hardens. Once it reaches 22, the creature restrained can’t breath.
lore:
Nether oaks are treants that have survived the horrors of the lower planes and made it back “alive,”
A nether oak is rotting, decaying, and constantly smelling of smoke. Due to their time in the lower planes, a nether oak has gained some magical abilities such as control over fire and the ability to manipulate minds. Once they arrived back in the material plane, the don’t have enough energy to walk, and they must feast on blood to sustain themselves on their new, twisted, broken forms.
THIS. IS. SO. EPIC!!!!!!!!!! I love it so much, and now I wanna steal it
Bro thank you, that was really fun to read through
You can use it, i made it because you suggested it. I just have no idea what CR it would be. What’s your favorite part?
I loooove how the roots work, and the sap ability. AND the lore
Rollback Post to RevisionRollBack
⌜╔═════════════The Board══════════════╗⌝
...and started me on my way into my next chapter in life...
While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster.
The treant deals double damage to objects and structures.
Blood drinker.
The Nether oak has advantage on melee attack rolls against any creature that doesn't have all its hit points. When a creature within 5 feet of the nether oak takes slashing or piercing damage, the nether oak regains 10 hitpoints.
Innate Spellcasting.
The nether oak's innate spellcasting ability is Wisdom (spell save DC 19, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: fire bolt, chill touch, toll the dead, pass without trace, hunter’s mark.
1/day each: fireball (5th level) blight, bigby’s hand (appears as root) suggestion (range 1 mile), dream, flaming sphere
Infernal roots.
The Nether oak is rooted to the ground and can only take the move action once a day. The Nether oak is aware of all creatures within 120 feet of it, but it can be attacked from anywhere in that area unless it uses its bonus action to suppress the ability to see creatures in the area until the end of the turn. A creature that attacks the roots takes 2d6 fire damage. The Nether oak cannot be pushed or pulled unless a creature succeeds in a dc 35 strength check. Plants within 500 feet of the roots wither and die. The treat can use their reaction to collect the blood of a creature that takes piercing or slashing damage in the area of the roots, activating the blood drinker effect.
Infernal origins.
The Nether oak has the plant, fiend, and undead types.
Undying.
If the Nether oak is destroyed, it bursts into flames, as if targeted by a ninth level fireball spell that spans the entirety of its roots. If any amount of humanoid blood is dropped on where the Oak died, the oak regrows over the span of one month, with one hitpoint. If the corpse of the Nether oak is doused in holy water, this effect ceases to function.
Actions
Multiattack.
The treant makes two slam attacks.
Slam.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Animate dead Trees (1/Day).
The treant magically animates one or two dead trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, they have immunity to fire, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree bursts into flames when it dies, having the same effect as the fireball spell.
Nether vines.
Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) slashing damage and the target is grappled. (Escape DC 17) the target takes an extra 1d4 piercing damage at the end of every turn they are grappled.
Volley of thorns..
Ranged Weapon Attack: +10 to hit, range 60/180 ft., 5 targets. Hit: 28 (4d10 + 6) piercing damage.
Sap spit.
Ranged Weapon Attack: +10 to hit, range 60/180 ft., 5 targets. Hit: 28 (4d10 + 6) necrotic damage and the creature is subject to the vile sap as if hit by the reaction.
Reactions
Wails of the damned.
If the Nether oak takes damage, it can start to sail until the start of its next turn. Any creature within 60 ft that hears the wail must make a DC 19 wisdom saving throw or become paralyzed until the end of it’s next turn.
Vile sap.
If the treant takes slashing or piercing damage, it oozes sap and a creature within 5 feet of it must make a DC 19 dexterity saving throw or become restrained in the sap and take 2d6 necrotic damage. The saving throw to break out of the sap is 12, but it increases by 2 every turn, to a maximum of 22, as it hardens. Once it reaches 22, the creature restrained can’t breath.
lore:
Nether oaks are treants that have survived the horrors of the lower planes and made it back “alive,”
A nether oak is rotting, decaying, and constantly smelling of smoke. Due to their time in the lower planes, a nether oak has gained some magical abilities such as control over fire and the ability to manipulate minds. Once they arrived back in the material plane, the don’t have enough energy to walk, and they must feast on blood to sustain themselves on their new, twisted, broken forms.
THIS. IS. SO. EPIC!!!!!!!!!! I love it so much, and now I wanna steal it
Bro thank you, that was really fun to read through
You can use it, i made it because you suggested it. I just have no idea what CR it would be. What’s your favorite part?
I loooove how the roots work, and the sap ability. AND the lore
While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster.
The treant deals double damage to objects and structures.
Blood drinker.
The Nether oak has advantage on melee attack rolls against any creature that doesn't have all its hit points. When a creature within 5 feet of the nether oak takes slashing or piercing damage, the nether oak regains 10 hitpoints.
Innate Spellcasting.
The nether oak's innate spellcasting ability is Wisdom (spell save DC 19, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: fire bolt, chill touch, toll the dead, pass without trace, hunter’s mark.
1/day each: fireball (5th level) blight, bigby’s hand (appears as root) suggestion (range 1 mile), dream, flaming sphere
Infernal roots.
The Nether oak is rooted to the ground and can only take the move action once a day. The Nether oak is aware of all creatures within 120 feet of it, but it can be attacked from anywhere in that area unless it uses its bonus action to suppress the ability to see creatures in the area until the end of the turn. A creature that attacks the roots takes 2d6 fire damage. The Nether oak cannot be pushed or pulled unless a creature succeeds in a dc 35 strength check. Plants within 500 feet of the roots wither and die. The treat can use their reaction to collect the blood of a creature that takes piercing or slashing damage in the area of the roots, activating the blood drinker effect.
Infernal origins.
The Nether oak has the plant, fiend, and undead types.
Undying.
If the Nether oak is destroyed, it bursts into flames, as if targeted by a ninth level fireball spell that spans the entirety of its roots. If any amount of humanoid blood is dropped on where the Oak died, the oak regrows over the span of one month, with one hitpoint. If the corpse of the Nether oak is doused in holy water, this effect ceases to function.
Actions
Multiattack.
The treant makes two slam attacks.
Slam.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Animate dead Trees (1/Day).
The treant magically animates one or two dead trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, they have immunity to fire, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree bursts into flames when it dies, having the same effect as the fireball spell.
Nether vines.
Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) slashing damage and the target is grappled. (Escape DC 17) the target takes an extra 1d4 piercing damage at the end of every turn they are grappled.
Volley of thorns..
Ranged Weapon Attack: +10 to hit, range 60/180 ft., 5 targets. Hit: 28 (4d10 + 6) piercing damage.
Sap spit.
Ranged Weapon Attack: +10 to hit, range 60/180 ft., 5 targets. Hit: 28 (4d10 + 6) necrotic damage and the creature is subject to the vile sap as if hit by the reaction.
Reactions
Wails of the damned.
If the Nether oak takes damage, it can start to sail until the start of its next turn. Any creature within 60 ft that hears the wail must make a DC 19 wisdom saving throw or become paralyzed until the end of it’s next turn.
Vile sap.
If the treant takes slashing or piercing damage, it oozes sap and a creature within 5 feet of it must make a DC 19 dexterity saving throw or become restrained in the sap and take 2d6 necrotic damage. The saving throw to break out of the sap is 12, but it increases by 2 every turn, to a maximum of 22, as it hardens. Once it reaches 22, the creature restrained can’t breath.
lore:
Nether oaks are treants that have survived the horrors of the lower planes and made it back “alive,”
A nether oak is rotting, decaying, and constantly smelling of smoke. Due to their time in the lower planes, a nether oak has gained some magical abilities such as control over fire and the ability to manipulate minds. Once they arrived back in the material plane, the don’t have enough energy to walk, and they must feast on blood to sustain themselves on their new, twisted, broken forms.
THIS. IS. SO. EPIC!!!!!!!!!! I love it so much, and now I wanna steal it
Bro thank you, that was really fun to read through
You can use it, i made it because you suggested it. I just have no idea what CR it would be. What’s your favorite part?
I loooove how the roots work, and the sap ability. AND the lore
I have only just realized I made a vampire tree.
Yesss that's another way to look at it
Rollback Post to RevisionRollBack
⌜╔═════════════The Board══════════════╗⌝
...and started me on my way into my next chapter in life...
Hey, Friendly. 'Sup?
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny
Eggo Lass, Bone and Oblivion | Tendilius Mondhaven Paxaramus, Drakkenheim
Karl Erikson, No Guts No Glory | Chipper, Curse of Strahd
Silverwood Group 1 | Silverwood Group 2
Get rickrolled here. Awesome music here. Track 52, 12/23/25, O Holy Night
I just went swimming and I still really want to do a high level combat encounter but I’m lonely.
also I find it funny how everyone calls me everything besides Archfey. I laugh every time someone does it.
Huh. I never really thought about that, The.
Maybe do a little forum-games recruiting and we can have a mini pbp?
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny
Eggo Lass, Bone and Oblivion | Tendilius Mondhaven Paxaramus, Drakkenheim
Karl Erikson, No Guts No Glory | Chipper, Curse of Strahd
Silverwood Group 1 | Silverwood Group 2
Get rickrolled here. Awesome music here. Track 52, 12/23/25, O Holy Night
Unfortunately, I can’t make threads for some reason.
That is really weird. Have you contacted mods/admins about it?
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny
Eggo Lass, Bone and Oblivion | Tendilius Mondhaven Paxaramus, Drakkenheim
Karl Erikson, No Guts No Glory | Chipper, Curse of Strahd
Silverwood Group 1 | Silverwood Group 2
Get rickrolled here. Awesome music here. Track 52, 12/23/25, O Holy Night
No. I also can’t have a signature, a profile picture, or make homebrew.
That's definitely strange. Is that just on mobile or elsewhere too?
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny
Eggo Lass, Bone and Oblivion | Tendilius Mondhaven Paxaramus, Drakkenheim
Karl Erikson, No Guts No Glory | Chipper, Curse of Strahd
Silverwood Group 1 | Silverwood Group 2
Get rickrolled here. Awesome music here. Track 52, 12/23/25, O Holy Night
I only use mobile.
I loooove how the roots work, and the sap ability. AND the lore
⌜╔═════════════ The Board ══════════════╗⌝
...and started me on my way into my next chapter in life...
⌞╚════════════ Extended Signature ════════════╝⌟
Aw yes, that's quite annoying
⌜╔═════════════ The Board ══════════════╗⌝
...and started me on my way into my next chapter in life...
⌞╚════════════ Extended Signature ════════════╝⌟
I have only just realized I made a vampire tree.
Yesss that's another way to look at it
⌜╔═════════════ The Board ══════════════╗⌝
...and started me on my way into my next chapter in life...
⌞╚════════════ Extended Signature ════════════╝⌟
I think my first wander into a tavern went alright
I am also here.
Am snek.
Thats great!
mhmm
I am also here.
Am snek.
Hi!
You guys are awesome and mean so much to me. And mean so much to each other.
It went pretty amazing if you ask me, your character was awesome
Morning!
Long live the dragon slayers, long live the spider guild, long live the forums.
I want you to know. You are going to lose. You are going to lose badly. You’re going to lose badly and it’s going to be awesome.
Gm drummer!
BEANS
BOTTOM TEXT
Drummer?
BEANS
BOTTOM TEXT
Morning Otter! Sorry I left. How are you?
Long live the dragon slayers, long live the spider guild, long live the forums.
I want you to know. You are going to lose. You are going to lose badly. You’re going to lose badly and it’s going to be awesome.