Huge Plant, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
21 (+5)
DEX
8 (-1)
CON
21 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +8, CON +8
Senses Passive Perception 13
Languages Common, Druidic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Void Corruption. Any creature that starts its turn within 10 ft. of the Treant must make a DC 16 Constitution saving throw or take 3d6 psychic damage and gain disadvantage on their next attack.

Actions

Multiattack. The Treant makes two slam attacks.

Slam. +8 to hit, 3d6+5 bludgeoning damage.

Animate Voidlings. Once per day, the Treant can summon 2 Voidlings to aid it in battle.

Description

Once a majestic guardian of the island’s forest, this towering treant is now a hulking shadow of its former self. Its bark is splintered and cracked, with glowing veins of Void energy coursing through its massive trunk. Where leaves once grew, now twisted, glowing tendrils hang from its branches, dripping with Void corruption. The treant's face, a knot of twisted wood, displays a maddened fury as it seeks to cleanse its land of anything it deems corrupted—ironically, including the players. It moves with a slow, ponderous motion, but every step it takes leaves patches of the ground pulsing with void energy.

Previous Versions

Name Date Modified Views Adds Version Actions
10/6/2024 9:00:01 PM
5
0
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Coming Soon
BigWedGwippers

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