Huge Plant, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
9 (-1)
CON
18 (+4)
INT
7 (-2)
WIS
14 (+2)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Damage Immunities Necrotic
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
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.

Toxin Spore. Any creature that starts it's turn within 10 feet of the treant must make a DC 16 Constitution saving throw. On a failure, the creature takes 3d6 poison damage. 

Actions

Multiattack. The treant makes two claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Creeping Vines (Recharge 5-6). Grasping roots and vines sprout in a 20-foot radius centered on the treat, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the treat'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 it's action to make a DC 16 Strength check, freeing itself or another creature within reach on a success. At the beginning of each restrained creature's turn, it takes 3d6 necrotic damage. 

Habitat: Forest

MercilessUndead

Comments

Posts Quoted:
Reply
Clear All Quotes