Huge Plant, Any Chaotic Alignment
Armor Class 16 (natural armor)
Hit Points 80 (6d12 + 24)
Speed 25 ft.
STR
17 (+3)
DEX
8 (-1)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Condition Immunities Poisoned
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Blighted Body.  When the treant is struck by a melee attack the attacking creature must make a DEX Saving throw DC. 15 or get sprayed by the acidic blight pouring from the treant's body, taking 1d6 acid damage on a failed save or half as much on a successful one. After 3 failed saves to attacking creature must make a CON saving throw DC. 16 or suffer from the Poisoned Condition and taking 1d4 poison damage on a failed save or nothing on a successful save.

Actions

Multiattack. The treant makes two Slam attacks.

Slam.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 3) bludgeoning damage.

Animate Trees (1/Day). The treant magically animates 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, they can't speak, 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 then takes root if possible.

Habitat: Forest

DCMatriXHunter

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