Huge Plant, Chaotic Good
AC 16    Initiative +3 (13)
HP 138 (12d12 + 60)
Speed 30 ft.
Mod Save
STR 23 +6 +6
DEX 8 −1 −1
CON 21 +5 +5
Mod Save
INT 12 +1 +1
WIS 16 +3 +3
CHA 12 +1 +1
Vulnerabilities Fire
Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Draconic, Druidic, Elvish, Sylvan
CR 9 (XP 5,000; PB +4)
Traits

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

False Appearance. While the corrupted treant remains motionless, it is indistinguishable from a normal decaying tree.

Lifeless Aura. The corrupted treant exudes an aura of deterioration and lifelessness that manifests as an unpleasant itching up to 20 feet from the corrupted treant. Creatures in the aura other than fiends and corrupted creatures can’t regain hit points.

Noxious Emissions. Any creature which comes within 60 feet of the corrupted treant or begins its turn there must make a DC 12 Constitution saving throw, becoming poisoned and taking 6 (1d10) poison damage on a failure. Creatures which need not breath are immune to this effect.

Actions

Multiattack. The corrupted treant makes two slam attacks, one of which can be replaced by the Contaminated Sap action.

Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.

Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage and 16 (3d6 + 6).

Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Corrupted Treant stat block, except it has Intelligence and Charisma scores of 1, 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 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.

Habitat: Forest

Narija

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