Huge Plant, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 175 (14d12 + 84)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
22 (+6)
INT
14 (+2)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws INT +7, WIS +8
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Damage Immunities Cold
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

False Appearance. While the treant remains motionless, it is indistinguishable from a normal evergreen tree.

Fey Hybrid. The treant is also a fey.

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

Snow Traveler. The treant ignores movement restrictions caused by ice or snow.

Snowy Boughs. When the treant takes damage, if it isn't fire or psychic damage, snow drops from the treant's branches onto the ground within 10 feet of it. Snow turns the ground into difficult terrain until it melts, and each other creature in the area must succeed on a DC 13 Dexterity saving throw or be knocked prone and take 4 (1d8) bludgeoning damage plus 4 (1d8) cold damage. This effect can only happen once per turn.

Actions

Multiattack. The treant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 4 (1d8) cold damage, and the target's speed is reduced to 0 feet until the end of its next turn unless it has resistance or immunity to cold damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage plus 7 (2d6) cold damage. Hit or miss, the rock shatters into a cloud of mist, dust, and snow that fills a 10-foot radius sphere centered on the target. The cloud is heavily obscured and lasts until the end of the treant's next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

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 normal treant, except they have Intelligence and Charisma scores of 1, they can't speak, they have resistance to cold damage, 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.

Description

Treants are awakened trees that live as guardians of the forests and jungles of the world In addition to the magic over nature that ancient treants develop, some treants are even infused with elemental magic.

Some treants, having formed deep alliances with the fey of winter, are transformed by powerful fey magic into icy treants that are perpetually covered with snow without losing their leaves, treants known as evergreen treants. Evergreen treants willingly became what they are, but the transformation still chills their soul and robs them of their natural benevolence. They try to stay out of most conflicts and are difficult to compel even for their allies.

They no longer fear the ice or cold, and in fact snow and chunks of ice seem to appear out of thin air among their branches, draping them in a cloak of winter that never melts, always replenishing.

Previous Versions

Name Date Modified Views Adds Version Actions
11/12/2022 10:49:18 PM
38
63
1.0
Coming Soon

Monster Tags: plantfey

Habitat: ArcticForestMountain

BenevolentEvil

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