Huge Plant, Chaotic Evil
Armor Class 18 Natural
Hit Points 240 (16d12 + 144)
Speed 30 ft.
STR
24 (+7)
DEX
8 (-1)
CON
26 (+8)
INT
10 (+0)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +12, CON +13, WIS +8
Skills Intimidation +6, Perception +9
Damage Resistances Bludgeoning, Piercing
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Common can't speak, Sylvan can't speak understands Common and Sylvan but can't speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Siege Monster. The Cursed Treant Lord deals double damage to objects and structures.

False Appearance. While the Cursed Treant Lord remains motionless, it is indistinguishable from an ordinary, dead tree.

Magic Resistance. The Cursed Treant Lord has advantage on saving throws against spells and other magical effects.

Magic Immunity. The Cursed Treant Lord is immune to any spell or effect that would alter its form.

Actions

Multiattack. The Cursed Treant Lord makes three attacks: two with its Slam and one with its Grasping Roots.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 7) bludgeoning damage.

Grasping Roots. The Cursed Treant Lord targets a creature within 60 feet that it can see. The target must succeed on a DC 18 Strength saving throw or become restrained by grasping roots and take 22 (4d8 + 4) bludgeoning damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Curse of the Cursed Treant (Recharge 6). The Cursed Treant Lord casts a malevolent curse upon a creature it can see within 120 feet. The target must succeed on a DC 18 Wisdom saving throw or be afflicted by the Curse of the Cursed Treant. While cursed, the target has disadvantage on attack rolls, saving throws, and ability checks. The curse lasts for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.

Entangling Vines (Recharge 5-6). The Cursed Treant Lord summons thick vines that cover a 20-foot square on the ground. The area becomes difficult terrain. Each creature that starts its turn in the area must succeed on a DC 18 Strength saving throw or be restrained by the entangling vines. A creature can use its action to make a DC 18 Strength check, ending the effect on a success.

Description

The Cursed Treant Lord is a once majestic and wise tree that has fallen victim to malevolence. Its bark is now twisted and gnarled, and its branches bear sharp, thorny protrusions. Its eyes glow with an otherworldly light, hinting at the malevolent force that animates it. The Cursed Treant Lord commands the trees of the forest, using their roots and branches to ensnare and crush intruders who dare to enter its domain.

Habitat: Forest

Drayzer

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