Huge Plant, Chaotic Good
Armor Class 18 (natural armor)
Hit Points 208 (16d12 + 96)
Speed 40 ft., (60 if charger form) , Burrow 40 ft. (if burrowing form), Fly 80 ft. (if flying form), Climb 40 ft. (if quadruped or bipedal form)
STR
24 (+7)
DEX
8 (-1)
CON
22 (+6)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +12, CON +11
Skills Perception +8
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft, Passive Perception 18
Languages Druidic, Primordial, Sylvan
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Land's Stride. The Arborean Keeper is unaffected by nonmagical difficult terrain. It can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. The Arborean Keeper also has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

False Appearance. While the Arborean Keeper remains motionless, it is indistinguishable from a normal, if grandiose, tree.

Innate Spellcasting. The Arborean Keeper’s innate spellcasting ability is Wisdom (spell save DC 16). The Arborean Keeper can innately cast the following spells, requiring no components:

3/day each: conjure animals, entangle

1/day each: guardian of nature, plant growth, transport via plants

Siege Monster. The Arborean Keeper deals double damage to objects and structures.


Charge (if charger form). If the Arborean Keeper moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Actions

Multiattack. The treant makes two slam attacks, or (if warrior form) three rootblade attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d10 + 7) bludgeoning (and slashing, if claws) damage.

Rock. Ranged Weapon Attack: +12 to hit, range 80/200 ft., one target. Hit: 28 (6d10 + 7) bludgeoning damage.

Animate Trees (1/Day). The Arborean Keeper magically animates 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 Arborean Keeper. The tree remains animate for 1 day or until it dies; until the Arborean Keeper dies or is more than 120 feet from the tree; or until the Arborean Keeper takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.


Rootblade (knight form). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (6d6 + 7) bludgeoning damage.

 

Description

Arborean Keepers are truest guardians of nature in existence. Imbued with the energies of wild itself, they are huge, tree-like beings that course with green energy when animated, but always take a unique form. Some look like animals--a tiger, a spider, a hawk, or anything else--while others may take more contemporary forms, such as a some kind of warrior or creature. Arborean Keepers are rare, only found in the deepest of magical forests, but always appear when nature itself is truly threatened. Among their rare kind, there are Arborean Keepers that have lived for millennia, and have become deeply entwined with the natural energies of the world. These are known as Arborean Eldarchs, and woe to those who must witness their primordial wrath.

This stat block reflects a form like that of an elk or that of a knight, but they can take others, some as simple as a grandiose tree. Changes should be made to reflect this, such as a constriction ability for a form with many vines/branches/a snake-like body, or a fly speed if the form has wings of some sort.

Habitat: Forest

Assius

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