Large Plant
Armor Class 14 Natural Armor
Hit Points 45 (6d10 + 12)
Speed 30 ft.
STR
17 (+3)
DEX
8 (-1)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 116
Languages Common, Druidic, Elvish, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

False Appearance. If the treant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the treant move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the treant is animate.

Actions
Multiattack. The treant makes two Slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.
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 an awakened tree (see the Monster Manual), except they can't speak. 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.
K1ngdomGeekdom

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