Huge Plant, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 163 (15d12 + 65)
Speed 30 ft.
STR
24 (+7)
DEX
8 (-1)
CON
24 (+7)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Poisoned
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan but cannot speak.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

False Appearance. While the Corrupted Treant remains motionless, it is indistinguishable from a normal rotting tree.

Siege Monster. The Corrupted Treant deals double damage to objects and structures.

Overgrowth. The Corrupted Treant regains health when nearby blights are killed: 5 health for Twig Blights, 10 health for Needle Blights, 15 health for Vine Blights, and 20 health for Tree Blights.

Toxin Spore. Any creature that starts its turn within 10 feet of the Corrupted Treant or that is within 10 feet of the Corrupted Treant when it takes bludgeoning, piercing, slashing or is within 20 feet of the Corrupted Treant when it takes fire damage must make a DC 15 Constitution saving throw. On a failure, the creature takes (3d6) poison damage. 

Wood Blight. Any time a creature suffers poison damage from the Corrupted Treant, they must make a DC 12 Constitution saving throw. On a failure, the creature becomes afflicted with Wood Blight. At the end of each long rest the creature takes after infection, it must make a DC 10 Constitution saving throw. On a failure, the creature's skin begins to harden, taking on an increasingly wooden tone, causing their joints to begin to stiffen, resulting in a -1 penalty to their Dexterity score. Additionally, on every second failure, the creature's armor class increases by 1 when not wearing armor. If a creature's Dexterity score drops to 0, they succumb to the blight, transforming into one themselves. End disease effects only stunt the spread of the blight for one day. Distilling the essence of a rare flower found in the Misty Forest with a DC 15 Intelligence (Medicine) check and proficiency with an Herbalism Kit  or end disease spells of 5th level or higher can permanently cure the Wood Blight.

 

Actions

Multiattack. The Corrupted Treant makes four attacks: two with its claws and two with its grasping roots. The Corrupted Treant can also make a Rock attack or a Poison Breath attack in place of its 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.

Grasping Root. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature not grappled by the Corrupted Treant. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target takes (1d6 + 7) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn’t hurt the Corrupted Treant but ends the grapple.

Poison Breath (Recharge 5-6). The Corrupted Treant exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

 

Habitat: ForestSwamp

Casement

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