Huge Plant, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 110 (12d12 + 60)
Speed
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Necrotic, Piercing
Condition Immunities Grappled
Senses Tremorsense 60 ft, Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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

Deep Roots. The bloodcursed treant cannot move, or be moved.

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

Unnatural Shade. The bloodcursed treant creates an eerie shade for 120 ft radius around itself. Light within the radius is reduced. Bright light becomes dim light, and dim light becomes darkness. Magic that creates light is unaffected by this effect.

Actions

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage.

Ironblood Leaves. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 18 (2d10 + 6) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Entangling Roots (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on a space within 60 ft of the bloodcursed treant, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 16 Strength saving throw or become restrained. A creature can use its action to make a DC 16 Strength check, freeing it self or another entangled creature within reach on a success.

Create Ghoul (1/Day). The bloodcursed treant magically reanimates one or two humanoid corpses within 60 feet of it into ghouls.  Ghouls created this way act as allies of the bloodcursed treant.

Legendary Actions

The bloodcursed treant can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bloodcursed treant regains spent legendary actions at the start of its turn.

Slam. The bloodcursed treant makes a slam attack.

Boil Blood. The bloodcursed treant magically boils the blood of one undead within 120 ft causing the creature to frenzy and make a melee attack against the nearest creature. Undead creatures that do not have blood or some other similar bodily fluid are unaffected by this.

Description

A treant cursed by foul blood magic.

Monster Tags: undeadplant

Habitat: Forest

Grovak

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