False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Spell-casting. The Bone Root can cast these spells without need for components
1st level (6/Day) 2nd level (4/Day) 3rd level (2/Day)
Known 1st level:
- Inflict Wounds
- Ensnaring Strike
- Ray of Sickness
Known 2nd level:
- Ray of Enfeeblement
- Spike Growth
- Blindness/Deafness
Known 3rd level:
- Conjure Animals
- Fear
Bone Root is able to up-cast any applicable spells
When using Conjure Animals the conjured animal is considered undead and is a zombie version of the animal.
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Seeping corruption. (1/Day). Bone Root magically corrupts one or two 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 are considered undead and have immunity to necrotic and poison damage and cannot be poisoned, they can't speak, and they have only the Slam action option. A corrupted tree acts as an ally of Bone Root. The tree remains animate for 1 day or until it dies; until Bone Root dies or is more than 120 feet from the tree; or until Bone Root takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Noxious cloud. (1/Day). Bone Root can spew out a toxic gas in a 40ft cone. All creatures in the cone must make a CON save or take 5d10 poison damage and are poisoned. Creatures that make the saving throw only take half damage and are not poisoned.
Comments