False Appearance: While the treant remains motionless and indistinguishable from a normal tree, it is indistinguishable from an actual tree. This trait allows it to blend in with its surroundings, making it an effective ambush predator.
Siege Monster: The treant deals double damage to objects and structures. This feature reflects the treant's ability to use its immense strength to destroy inanimate objects effectively.
Animate Tree: The treant can magically animate one or two trees it can see within 60 feet of it. These animated trees have the same statistics as the treant and can be used as allies in combat or for other purposes at the treant's discretion.
Rooted: The treant has advantage on Strength and Dexterity saving throws made against effects that would knock it prone or move it against its will. This trait represents the treant's stability and resistance to being pushed or toppled.
Multiattack: The treant makes two slam attacks.
Slam: Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 7) bludgeoning damage. This represents the treant's ability to strike with its massive, tree-like limbs.
Animate Tree: The treant can magically animate one or two trees it can see within 60 feet of it. These animated trees have the same statistics as the treant. They remain animated for 1 minute, until the treant dies, or until the treant dismisses them as a bonus action. This action allows the treant to summon additional animated trees to assist in combat.
Entangling Roots (Recharge 5-6): The treant magically causes roots to sprout in a 20-foot square that it can see within 120 feet of it. The roots turn the ground in that area into difficult terrain. A creature in that area when the roots appear must succeed on a DC 18 Strength saving throw or be restrained. A creature restrained by the roots can use its action to make a DC 18 Strength check, freeing itself on a success. This action reflects the treant's ability to control the terrain and immobilize its foes.
Blighted Grasp: The treant targets one creature it can see within 15 feet of it that has died in the last minute. The target must succeed on a DC 16 Constitution saving throw or take 33 (6d10) necrotic damage. If the target is a creature that has been dead for more than a minute or is a construct or undead, it has disadvantage on this saving throw. This action represents the treant's ability to drain the life force from deceased creatures, dealing significant necrotic damage.
Overwhelming Corruption (Recharge 5-6). The Blighted Treant releases a surge of dark, corrupting energy in a 30-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 21 (6d6) necrotic damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Physical Appearance:
- The Blighted Treant is a colossal, hulking figure, towering at a height of 25 feet or more. Its massive form is reminiscent of a gnarled, ancient tree.
- Its bark, once vibrant and healthy, has been tainted and warped by dark energies, giving it a sickly, mottled appearance. The bark is blackened in places, oozing a noxious, black sap that drips like tears from its twisted limbs.
- Jagged, thorn-covered branches sprout from its trunk, their tips resembling wicked claws. These branches are often twisted into nightmarish shapes, evoking a sense of dread.
- Its eyes, if one could call them that, are hollow sockets filled with an eerie, sickly green glow. These ghastly lights flicker with malevolent intelligence.
- Moss and fungal growths cling to its form, but these are also tainted by darkness, with unnatural, phosphorescent hues that cast an eerie glow around the treant.
Aura of Decay:
- An aura of decay and pestilence surrounds the Blighted Treant. Foul odors of rot and mildew accompany it, making the air thick with a sickening stench.
- As it moves, dead leaves and withered vegetation fall in its wake, turning the once-thriving forest floor into a desolate wasteland.
Rooted Corruption:
- The treant's enormous roots are like monstrous serpents, coiled and writhing, and they appear to dig deep into the earth, as if feeding on the very life essence of the Whispering Woods.
Overall Presence:
- The Blighted Treant's presence is unnerving and unsettling, radiating an aura of malevolence and despair that chills the very souls of those who encounter it.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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