Huge Plant, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Coconut Fall. When the treant is attacked by a melee weapon attack the treant drops a coconut. If the creature is within 5 ft. of the treant then the creature is hit taking 6 (2d6) bludgeoning damage.

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

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

Actions

Multiattack. The treant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Coconut Barrage (Recharge 5-6). The treant hurls coconuts at a point it can see within 60 feet of it. Each creature within a 10-foot radius of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

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 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 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.

Habitat: Forest

AresJett

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