Armor Class 16 (natural armor)
Hit Points 59 (7d12 + 14)
Speed 20 ft., Burrow ft.
STR
19 (+4)
DEX
6 (-2)
CON
15 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Skills Nature +0
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Darkvision, Passive Perception 10
Languages All One language known by its creator
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

Malevolent Corruption: The Corrupted Treants are tainted by dark magic, giving them an aura of malevolence that weakens the resolve of nearby creatures. Any creature within 10 feet of the treant at the start of its turn must make a Wisdom saving throw (DC 15) or suffer disadvantage on attacks until the start of its next turn.


Rooted Defense: The treants can anchor themselves to the ground, gaining advantage on Strength saving throws and becoming immune to being knocked prone.
Corruption Aura: Once per turn as a bonus action, the treant can unleash a corrupting aura in a 15-foot radius. Creatures within the aura must make a Constitution saving throw (DC 16) or have their resistances temporarily negated for one round.

Actions
  • Malevolent Slam: Melee Weapon Attack, +8 to hit, reach 10 ft., one target. Hit: 2d10 + 5 bludgeoning damage.
  • Corrupting Roots: Melee Weapon Attack, +7 to hit, reach 15 ft., one target. Hit: The target must make a Strength saving throw (DC 16) or become restrained. The target can repeat the saving throw at the end of each of its turns to end the restraint
  • Malevolent Roots
    Description: The Corrupted Treant commands its roots to ensnare and restrain a single target within a 15-foot radius.
    Effect: The treant makes a melee attack against a chosen target. On a hit, the target must succeed on a Strength saving throw (DC 16) or become restrained by the malevolent roots. Escaping the roots requires a Strength saving throw (DC 16) on subsequent turns.
Bonus Actions

Corruption Aura: The treant can use its bonus action to unleash a corrupting aura in a 15-foot radius. Creatures within the aura must make a Constitution saving throw (DC 16) or have their resistances temporarily negated for one round.

Reactions

Entwining Counter: When a creature makes a melee attack against the treant and misses, the treant can use its reaction to entwine the attacker in its roots. The attacker must make a Strength saving throw (DC 16) or become restrained until the start of its next turn.

Description

The Corrupted Treants are once majestic beings of the forest, now twisted by dark magic. Their bark is ashen, and their once vibrant foliage is now a sickly shade of black. Malevolent energy emanates from their gnarled limbs, and the ground around them bears the mark of corruption.

Monster Tags: Misc Creature

Habitat: Forest

Gunther11

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