Huge Plant, Chaotic Good
Armor Class 14 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 30 ft.
STR
21 (+5)
DEX
6 (-2)
CON
18 (+4)
INT
12 (+1)
WIS
13 (+1)
CHA
8 (-1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Necrotic, Piercing
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 11
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Diseased Wood. Creatures which deal damage to the treant while adjacent to it must make a DC 10 Constitution saving throw or contract wood blight.

Noxious Emissions. Any creature which comes within 60 feet of the corrupted treant or begins its turn there must make a DC 12 Constitution saving throw, becoming poisoned and taking 6 (1d10) poison damage on a failure. Creatures which need not breath are immune to this effect.

Siege Monster. The corrupted treant deals double damage to objects and structures.

Actions

Multiattack. The corrupted treant makes two slam attacks, one of which can be replaced by the Contaminated Sap action.

Branch. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target must make a DC 10 Constitution saving throw or be stricken with wood blight.

Contaminated Sap (Recharge 5-6). The treant vomits forth a deluge of foul, diseased sap in a space within 30 feet of it. Any creature in the target space and all creatures touching the ground within 20 feet must make a DC 10 Dexterity saving throw or take 22 (4d10) poison damage and be stricken with wood blight. Any creature that fails this saving throw is additionally restrained until they use an action to free themselves from the clinging sap. On a success, the creature is not stricken with wood blight and takes half the damage.

Bonus Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature grappled by the treant. Hit: 19 (3d8 + 6) piercing damage. The target must make a DC 10 Constitution saving throw or be stricken with wood blight.

Description

Wood Blight. This dreadful disease is capable of spreading from plant to humanoid and, when left untreated, ends in a fate worse than death.

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 victim's skin begins to harden, taking on an increasingly wooden tone, and their joints begin to stiffen, resulting in a -1d4 penalty to their Dexterity score and a +3 bonus to its AC while not wearing armor.

Once a creature's Dexterity score is reduced to zero by this disease, the creature dies, becomes a tree, and is petrified. Creatures changed in this way completely lose themselves to their new forms and nothing of who they once were remains.

This affliction can only be cured by distilling the essence of a flower which only grows on healthy treants. Distilling this flower requires a DC 15 Medicine check and proficiency with an Herbalism Kit.

djmashy

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