False Appearance. While the treant remains motionless, it is indistinguishable from a decaying tree.
Siege Monster. The treant deals double damage to objects and structures.
Corrupted Nature. The corrupted treant can corrupt nearby plant life. As a bonus action, it can cause any plant-based terrain within a 20' radius to become difficult terrain for 1 minute. Creatures in the affected area must succeed a DC 13 STR Save or become restrained by vines and thorns. A restrained creature can use an action to re-attempt the save on their turn.
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage.
Corrupted Roots (Recharge 5-6). The corrupted treant slams its roots into the floor, causing black ichor to spread outward in a 15' radius. Each creature in the affected area must make a DC14 CON save or take 18 (4d8) necrotic damage and become poisoned for 1 minute. half damage and no poison on a successful save. A poisoned creature can reattempt the saving throw as an action on their turn
Barkskin (1/day). When the treant takes damage, it can use its reaction to harden its bark, giving itself a +2 bonus to AC until the start of the next turn
The corrupted treant has 1 legendary actions per round
Lashing Branches (1 action). The treant can make a slam attack on any creature within 10'.
Description
The treant is a guardian of the dungeon. It has been corrupted by the orcs and their patron Gruumsh. As such it has been corrupted by the Ruiner's power and attacks the players.
They can choose to fight and kill the guardian or attempt to restore it to its former glory. Using lesser restoration 4 times (or greater restoration 2 times) effectively returns the treant to its former state and heals it, causing it to cease its attack and open the way for the players to the final encounter with Gor'khul.
Lair and Lair Actions
The Grove of Rebirth and Decay is sacred to Melora and corrupted by Gruumsh, as a result on an initiative count of 20 roll 1d100.
(1-50) nothing happens
(51-60) 1d4 corrupted vine blights sprout from the corrupted growth in the arena and join the initiative to attack the players
(61-70) 1d4 dryads sprout from the uncorrupted growth in the arena and join the initiative to attempt to use lesser restoration the corrupted treant and use healing word on the players.
(71-85) The plant life in the arena erupts with corrupted energy, dealing 1d6 necrotic damage to all creatures that fail a DC 13 CON save (1/2 damage on save)
(86-100) The plant life in the arena erupts with healing energy, healing all players and dryads for 2d4+2.
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