Legendary Resistance (3/Day). If the treant fails a saving throw, it can choose to succeed instead.
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant does double damage to objects and structures.
Multiattack. The treant makes two slam attacks. It then uses its toxic fumes.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 29 (6d6 + 8) bludgeoning damage.
Rock. Ranged Weapon Attack: +13 to hit, range 60/180 ft., 1 target. Hit: 52 (8d10 + 8) bludgeoning damage.
Toxic Fumes. Each creature within 30 feet of the Treant must succeed a DC 18 constitution saving throw or take 14 (4d6) poison damage and be poisoned. On a successful save the creature takes half as much damage and isn't poisoned.
The Treant can take 3 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 Treant regains spent legendary actions at the start of its turn..
Slam. The treant uses slam.
Maddening fumes (Costs 2 actions). Each creature within 30 feet of the treant must make a DC 18 wisdom saving throw. On a failure, a creature can't take reactions until the end of its next turn an rolls a d8 to determine what it does during its next turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Paralyzing fumes (Costs 3 actions). Each creature within 30 feet of the treant must make a DC 18 wisdom saving throw. On a failure a creature is paralyzed for 1 minute.
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