Gargantuan Plant, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 613 (24d20 + 254)
Speed 30 ft.
STR
27 (+8)
DEX
6 (-2)
CON
25 (+7)
INT
14 (+2)
WIS
18 (+4)
CHA
13 (+1)
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned, Prone, Restrained
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

False Appearance. While Ardor remains motionless, he is indistinguishable from a normal tree.

Siege Monster. Ardor deals double damage to objects and structures.

Legendary Resistance (3/day). If Ardor fails a saving throw, he can choose to succeed instead.

Diseased Wood. Ardor is the carrier of a foul rot. Creatures who deal damage to Ardor within 30 feet must make a DC 22 constitution save or contract wood blight.

Noxious Emissions. Any creature that comes within 60 feet of Ardor must make a DC 22 constitution save, becoming poisoned and taking 3d10 poison damage on a failure.

Innate Spellcasting. Ardor's spellcasting ability is Wisdom (spell save DC 18). Ardor can innately cast the following spells, requiring no material components:

At will: Animal Friendship, Animal Messenger, Beast Sense, Entangle, Speak With Animals, and Spike Growth.

1/Day each: Awaken, Commune With Nature, and Abi-Dalzim’s Horrid Wilting

2/Day each: Grasping Vine and Shadow of Moil

3/Day each: Plane Growth, Speak with Plants, and Bight

Wood Blight. At the end of every long rest an effected creature takes they must make a DC 22 Constitution saving throw. On a failure the victims skin begins to harden and their joints began to stiffen resulting in a -1 penalty to their Dexterity score. On every second failure they gain a +1 to their armor class. Once the creatures Dexterity is reduced to 0 they are permanently transformed into a blighted treant. Other than a wish spell, only the essence of a flower that grows on healthy treants can cure this blight.

Actions

Multiattack. Ardor makes three attacks, a rock attack and two slam attacks.

Slam. Melee Weapon Attack: +14 to hit, Reach 10 ft., one target. Hit: 27 (5d6+8) bludgeoning damage and 10 (1d10+8) poison damage. If the target is huge or smaller they must succeed on a DC 20 Strength saving throw or be knocked prone.

Rock. Ranged Weapon Attack: +14 to hit, range 60/180 ft., on target. Hit: 40 (6d10+8) bludgeoning damage.

Pound. Ardor pounds the ground in a 10-foot cube around himself. Each creature in that area must make a DC 22 Dexterity saving throw, taking 42 (10d6+8) bludgeoning damage and 20 (2d10+8) poison damage. Falling prone on a failed save, or half damage and not falling prone on a successful one.

Contaminated Sap (recharge 4-6). Ardor vomits forth a deluge of foul, diseased sap in a space within 10 feet. any creature in the target space and all creatures touching the ground within 20 feet must make a Dexterity saving throw or take 30(6d10) poison damage and be stricken with wood blight. Any creature that fails this save is restrained until they use an action to free themselves from the sap.

 

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

Legendary Actions

Attack. Ardor makes one rock attack or slam attack.

Command Treant. Ardor commands a treant or animated tree within 60 feet to make a slam attack as a reaction.

Pound Attack (Costs 2 Actions). Ardor uses his pound attack.

Habitat: Forest

Drunkinshamrock

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