Huge Undead, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +9
Skills Intimidation +4
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 10 (5,900 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.

 Regeneration. The doom tree regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight . If the doom tree takes radiant damage or damage from holy water, this trait doesn't function at the start of the doom tree's next turn. 

Illumination. The doom tree sheds dim light in a 15-foot radius. to lure victims close enough to attack.

Actions

Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
necrotic thorns. Ranged Weapon Attack: +4 to hit, range 60 ft Cone. Hit:4 (3d4 -1 ) necrotic damage.

Strength Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 6) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. recharge 1d6(6)

Description

a doom tree is the result of too much corrupted soild  by necromatic energies. it will slowly turn undead over a century, if the necromatic energies is not removed. 

after it turns undead it hungers for humanoid flesh,  and life energy.

 

Habitat: ForestHillSwamp

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