Gargantuan Plant
Armor Class 20 Natural
Hit Points 262 (25d12 + 100)
Speed
STR
24 (+7)
DEX
5 (-3)
CON
22 (+6)
INT
7 (-2)
WIS
16 (+3)
CHA
8 (-1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Passive Perception 15
Languages Sylvan Understands but can't speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Malevolent Corruption: The Corrupted Tree is 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 10) or suffer disadvantage on attacks until the start of its next turn.

Poison Absorption. Whenever the Tree is subjected to poison damage, it takes no damage and regains a number of hit points equal to the poison damage dealt.

Rooted Defense: The treants can anchor themselves to the ground, gaining advantage on Strength saving throws and are immune to being knocked prone.

Root Health:  Each Root that can grapple (8) has certain health if attacked directly. 30hp. When this is depleted the tree takes 10 damage and the root is useless. 

Actions

Multiattack. The Tree makes three attacks, which may be any combination of the attacks below.

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

Branch. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Grasping Root. Melee Weapon Attack: +11 to hit, reach 60 ft., one target. Hit: 11 (3d6) bludgeoning damage, and the target is grappled(escape DC 18). Until this grapple ends, the target is restrained. Corrupted Tree has eight roots, each of which can grapple one target. On each turn the grappled will take 13(4d6 bludgeoning damage)

 

Legendary Actions

The Tree may take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Tree regains spent legendary actions at the start of its turn.

Razor leaf (Recharge 5-6). The blood tree throws dagger sized leaves from its branches in a 60-­foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 36(6d8) piercing damage on a failed save, or half as much damage on a successful one

Shower of Thorns. The tree picks a spot in its 300ft tremor sense. each creature within 30ft of the point chosen must make a DC 17 Dexterity saving throw or suffer 15(3d6+6) Piercing damage

Can Make Another Grasping Root Attack 

 

Lair and Lair Actions

The darkest part of the forest near the center. The Tree grows spreading a corrupting influence. 

Lair Actions

On initiative count , the tree takes a lair action to cause one of the following effects. The lair does one effect and cannot do the same effect two rounds in a row. Except Corrupting Aura which will occur every round.

Ground Shudder: The tree causes the ground within a large radius to tremble and shake violently. Creatures on the ground must make a Dexterity saving throw or fall prone. This tremor could also potentially unearth hidden roots, drop logs and branches from the trees above, or create small fissures that act as difficult terrain.

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

Corrupting Aura: The tree oozes a corrupting influence at all times, affecting the world around it. The more time spent in close proximity to the tree the harsher the corruption is and harder to resist. Everyone withing 200 ft must make a Constitution saving throw (DC 15)or become corrupted. There are 6 lvls of corruption. Upon reaching level 2 or higher the effects are considered permanent and cursed. Can be removed with greater restoration or any spell that can remove curses. 

Level 1:
Effect: Disadvantage on Perception checks and saves against being frightened.
Flavor: The edges of the player's vision blur intermittently, and faint, unsettling murmurs distract them from focusing properly.
Level 2:
Flavor: The whispers become coherent enough to understand, suggesting actions that could harm the group or benefit the tree. Dark streaks begin appearing beneath the skin.
Effect: Disadvantage on all Wisdom and Charisma saving throws. Begin hearing compelling whispers that suggest harmful actions (e.g., harming an ally, not defending in combat)
Level 3:
Flavor: The player's eyes occasionally turn black as pitch, and their thoughts are interrupted by invasive, malicious ideas.
Effect: The player must roll on their turn to resist performing a harmful action suggested by the whispers (using an action to attack an ally, destroy an item, etc.). Additionally, they take psychic damage each round (e.g., 1d10).
Level 4: 
Flavor: The corruption deepens, dark veins visibly pulsing beneath the skin. The player’s shadow behaves independently, sometimes reaching out as if to grasp nearby objects and creatures. Their voice occasionally echoes with a hollow timbre, as if two voices are speaking simultaneously.   
Effect: The player gains a vulnerability to necrotic damage and has a 25% chance to lose their action each turn as the darkness consumes their will. The player also emits an aura of decay in a 10-foot radius that causes necrotic damage to others (including allies) each turn (e.g., 1d6 necrotic damage
Level 5:
Flavor: The player's transformation is complete, with their appearance now mirroring the grotesque nature of the tree: bark-like skin, eyes glowing a malevolent green, and limbs twisted like gnarled branches. Their voice is now entirely that of the tree, proclaiming ruin and despair.
Effect:
The player’s abilities are enhanced, but they are used to further the tree's malign purpose. They gain a bonus to attack and damage rolls (+2) but must attack the nearest non-corrupted creature if able. The player also continuously spreads corruption - plants within 30 feet start to die or turn corrupt, and terrain becomes difficult terrain for non-corrupted creatures

Regional Effects

The Tree Sends out a corrupting essence. Spreading farther everyday. This corrupting essence when it first appears will immediately change all creatures that live within the radius. These changes can be a mutation into more plant like qualities, animals merged together, etc. Whatever fits the needed narrative better. 

It is up to DM discretion whether the corruptions ends when the Tree dies, or if the corruption is permanent. 

Forevermidnight

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