Huge Plant, Chaotic Good
AC 17    Initiative +5 (15)
HP 239 (18d12 + 90)
Speed 30 ft.
Mod Save
STR 24 +7 +12
DEX 10 +0 +0
CON 21 +5 +10
Mod Save
INT 16 +3 +3
WIS 21 +5 +10
CHA 16 +3 +3
Vulnerabilities Poison
Resistances Bludgeoning, Necrotic, Piercing
Immunities Psychic; Charmed, Exhaustion, Frightened, Grappled
Senses Tremorsense 120; Passive Perception 15
Languages Celestial, Common, Druidic, Elvish, Sylvan
CR 13 (XP 10,000; PB +5)
Traits

Siege Monster. The treant deals double damage to objects and structures.

One With Woodland. 2/Day. If the Treant fails a Saving Throw, it can choose to succeed instead.

Strong Roots. Unless the Treant wishes to be moved, the Treant can not be moved by a spell that moves it's targets: such as Thunderwave.

Actions

Multiattack. The treant makes two Slam attacks and a Hail of Bark attack.

Slam. Melee Attack Roll: +12 to hit, reach 5 ft. Hit: 22(3d8 + 7) Bludgeoning plus 5 Psychic damage.

Hail of Bark. Ranged Attack Roll: +10 to hit, range 180 ft. Hit: 35 (4d12 + 7) Piercing plus 5 Psychic damage.

Animate Trees (3/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 5, it can’t speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 2 days or until it dies, the treant dies, or it is more than 180 feet from the treant. The tree then takes root if possible.

Habitat: Forest

Dragon_MidnightDogsbainq

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