Large Plant, Any Good Alignment
Armor Class 18 Natural armor
Hit Points 70 (10d10 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
11 (+0)
CHA
8 (-1)
Saving Throws CON +7
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Damage Immunities Lightning
Senses Passive Perception 12
Languages Common, Druidic, Elvish, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

False Appearance. While the Young Treant remains motionless, it is indistinguishable from a normal tree.

Woodland Movement. In a woodland environment, the Young Treant can move through normal/magical difficult terrain without using extra movement.

Actions

Multiattack. The Young Treant can make three attacks, two slam attacks and one stomp attack

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 25 (3d10 + 10) Bludgeoning damage. 

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 25 (3d10 + 10) Bludgeoning damage. 

Rock Toss. Ranged Weapon Attack: +8 to hit, reach 50/100 feet, 1 target. Hit: 22 (3d8 + 10) Bludgeoning Damage. Creatures hit by this attack must make a DC 15 Constitution check or become stunned for one round.

Animate Trees (1/Day). The Young Treant magically animates two trees it can see within 50 feet of it. These trees have the same statistics as a Young 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 Young Treant. The tree remains animate for 1 day or until it dies; until the Young Treant dies or is more than 120 feet from the tree; or until the Young Treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Monster Tags: plant

Habitat: Forest

QueenOfCreation

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