False Appearance. While Woody remains motionless, it is indistinguishable from a normal tree, unless his face is visible.
Siege Monster. Woody deals double damage to objects and structures.
Invigorating Christmas Spirit. When Woody is within 10ft of any one of his Holiday Minions, even those not yet awakened, he gains advantage on saves against being Stunned or Frightened
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) necrotic damage.
Giant Snowball. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 23 (3d10 + 6) magical bludgeoning damage.
Sweeping Shove. Melee Weapon Attack. +10 to hit. range 10ft. Creatures within a 15ft line beside Woody must make a DC 16 Athletics or Acrobatics check, or be shoved back 15ft.
Animate Items (1/Day). The treant magically animates one or two toys or decorations it can see within 60 feet of it. These trees have the stats of one of the following statblocks in the document. An animated you acts as an ally of the treant. The toys 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.
Oh, Winter Treant (2/day). The winter treant magically lights up the end of its branches with red, green, and yellow lights. Any creature within 60 feet that can see the lights must succeed a DC 15 Wisdom saving throw or be charmed by the winter treant for one minute, repeating the saving throw at the start of each of its turns. The charm ends if the winter treant, or its allies, harms the target.
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