False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Magic Resistance. The treant has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The treant can communicate with beasts and plants as if they shared a language.
Multiattack. The treant makes two slam attacks.
Root Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock Throw. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (3/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.
Tree Stride. Once on its turn, the treant can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Description
An ancient tree that grew enlightened over many long years. It uses its vast knowledge to avoid many kind of attacks. It guards the great woodlands of the Feywild, and stand as lesser nature deities, ensuring the health of the grove they watch over. They can be created by Archfey, and thus share a fraction of their powers.
Comments