Huge Undead, Neutral Evil
Armor Class 15 natural armor
Hit Points 136 (13d12 + 52)
Speed 40 ft.
STR
23 (+6)
DEX
6 (-2)
CON
18 (+4)
INT
6 (-2)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws WIS +3
Damage Vulnerabilities Fire
Damage Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Paralyzed
Senses Darkvision 60 ft., Tremorsense 60 ft. (300 ft. in Treeform), Passive Perception 14
Languages Druidic, Sylvan
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Pine Blood. Pine kindred count as both plant and undead for any effect related to type.

Siege Monster. The tree-jotun deals double damage to objects and structures.


Treeform. The tree-jotun can use its action to polymorph into the form of a dead tree within one size category of its own size or back into its true form of an undead giant. While in treeform, the tree-jotun must remain motionless, but remains aware of its surroundings and its tremorsense increases to 300 feet. It reverts to its true form if it moves or loses consciousness.

Actions

Multiattack. The tree-jotun makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Hurl. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Shatter the Earth (Recharge 5–6). The tree-jotun strikes the ground within 20 feet, each creature within 10 feet of the impact must make a DC 17 Dexterity saving throw, on a failed save they take 11 (2d6 + 4) thunder damage plus 11 (2d6 + 4) piercing damage and fall prone, on a success they take half as much damage and do not fall.
 A creature standing on the ground within 40 feet of the impact point but outside the area of damage must make a DC 17 Dexterity saving throw, with advantage, or fall prone.

Description

This towering undead creature appears to be a giant crudely shaped out of rotting wood, with a few patches of dead pine needles clinging where hair would normally be.
 A tree-jotun normally stands between two and a half and four and a half times the height of a human. When inactive it transforms into a dead tree of any shape it likes, from a tree stump half its normal height to a spindly spruce whose tallest branch is up to twice as tall as its true form. If a tree-jotun is destroyed, its remains collapse into a huge pile of rotten fragments of wood mixed with the decaying bones of a giant skeleton.
 Pine Kindred do not consider tree-jotuns as kinfolk but view them as powerful and useful tools. They are loyal servants but too dim-witted to perform complex tasks.

Earth-Shattering Power. A tree-jotun is sometimes deployed as a weapon of war, their immense strength allows them to tear apart even well-fortified buildings and smash enemy troops out of existence. The jotun can tear great chunks of earth or rock from the ground or tear a nearby tree apart and hurl this object as a missile, acting as if it were an autonomous undead trebuchet that provides its own ammunition.
 Instead of hurling a massive object, a tree-jotun can smash its feet or fists into the ground with the same degree of force. This literally shatters the ground where it hits, creating a shockwave of splintered shrapnel that concusses and skewers any creature unfortunate enough to be in the area as well as a localized earthquake that knocks creatures off their feet in a considerable radius.

Watcher of the Grove. A tree-jotun is a rare monster that typically acts as the guardian of a Unholy Grove (see Pine Kindred Jarl). It waits in tree shape until it senses intruders, then assumes its giant form to bellow an alarm and attack.

Sacrificed Giants. A tree-jotun is created in a gruesome ceremony in which a living giant is nailed to a pine tree with wooden stakes and then infused with the Sap of Nidhogg. Both tree and giant blacken and die, then fuse together into a tree-jotun, with the giant's bones forming the undead's skeleton and the tree's decomposing wood acting as its flesh. This Dark Druidic Mystery is known to few pine kindred and is thought to be similar if not identical to the magic that creates a Root-Ogre.

Environment: ArcticForest

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