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.
fear in numbers. If three or more creepy treants are within 15 feet of a target and the target can see the, the target must make a DC 15 wisdom saving throw or be frightened for one minute. The DC increases by 2 for each additional treant. A target that makes the saving throw is immune to this affect from those treants for one week, however different treants can still use this ability.
Strengthened by fire. When a creepy treant takes fire damage it takes no damage and instead it enters phase two. A creepy treant will stay in phase two for 24 four hours. Any attempt to put out the fire will fail. While in phase two the treants face lights up light jack-o-lantern. It's claws grow larger and faint fire begins to flicker along them. Generally everything about the treant grow stronger. It also gains 50 more hit points. It gains the fire breath ability. Its claws attacks gain an additional +2 to hit. The slashing damage of the claws attacks increase by 2 d 8 and also adds 2 d 6 fire damage. The original DC of the fear in numbers ability increases to 18 and the bonus from this treant increases to 4. The target is frightened for two minutes if this treant is part of the check.
Spew fire recharge (5-6). treant spews fire out of its face in a 30 foot line that if 10 feet wide. Any target within that range must make a DC 17 dexterity saving throw. On a fail they take 5d6 fire damage or half as much on a successful one. Any creepy treant automatically fails its save, but instead of taking damage it instantly enters phase 2.
Multiattack. The treant makes two claw attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d8 + 6) slashing damage.
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