Huge Plant, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 20 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
8 (-1)
WIS
16 (+3)
CHA
14 (+2)
Skills Athletics +10
Damage Resistances Bludgeoning, Fire, Piercing, Poison
Senses Darkvision 120ft, Passive Perception 13
Languages Common, Druidic, Ignan
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Burning Soul. The treant emits bright light out to 30ft and dim light 30ft beyond that.

Elemental Infusion. The treant is considered both a plant and elemental.

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.

Actions

Multiattack. The treant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 3 (1d6) fire damage.

Firey Grasp. +10 contested grapple check, reach 10ft., one target. Success: the target takes 7 (2d6) fire damage is grappled and restrained whist the grapple lasts. A creature grappled by the treant takes 7 (2d6) fire damage at the start of each of the treant's turn.

Flaming Seed. Ranged Spell Attack: +7 to hit, range 60ft,. one target. Hit: 21 (6d6) fire damage and each creature within 15ft of the target must make a DC 15 Dexterity saving throw or take the same damage, taking half as much on a success.

Bonus Actions

Burning Rage. If the treant is below 92 hit points it can enter a rage for 1 minute or until it is incapacitated or the creatures that have damaged it are further than 120ft away. During the rage, it has advantage on Strength checks and Strength saving throws and at the start of each of its turns it and each creature within 10ft of the treant takes 7 (2d6) fire damage.

Habitat: Forest

KnightWhoUntilRecentlySaidNi

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