Medium Plant, Chaotic Evil
Armor Class 14 Natural
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Bludgeoning and Slashing from nonmagical attacks, Necrotic
Condition Immunities Blinded, Deafened, Poisoned
Senses Tremorsense 30 ft, Passive Perception 10
Languages Sylvan Understands but cannot speak Understands Sylvan but can not speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Corrupted Sap Aura
A 10‑foot aura of cloying, iron‑scented rot surrounds the treant. A creature that starts its turn in the aura takes 5 (1d10) necrotic damage and must succeed on a DC 16 Constitution saving throw or have its hit point maximum reduced by the same amount until the creature finishes a long rest. A creature reduced to 0 hit points by this effect withers into a blood‑drained husk.


Vampiric Root Network
Whenever a creature within 10 feet of the treant takes necrotic damage, the treant regains hit points equal to half the necrotic damage dealt.


False Stillness
While motionless, the treant is indistinguishable from a dead, corrupted tree.


Sunlight Sensitivity
While in direct sunlight, the treant has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The treant makes two Slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage + 1d6 necrotic damage.

Rot Burst (Recharge 5–6).
The treant releases a cloud of necrotic spores.
Creatures within 10 ft. must make a DC 13 Constitution save or take 2d6 necrotic damage and be poisoned until the end of their next turn.

Death Burst When the treant dies, it explodes in a spray of corrupted sap.
Creatures within 10 ft. must make a DC 13 Dexterity save or take 2d6 necrotic damage

 

Bonus Actions

Bleeding Pulse
The treant forces its necrotic veins to throb violently.
Each creature restrained by the treant’s roots or within its Corrupted Sap Aura takes 7 (2d6) necrotic damage, and the treant regains hit points equal to the total necrotic damage dealt.


Shift the Root Network
The treant causes its roots to surge and reposition.
It moves up to 10 feet without provoking opportunity attacks, but must end this movement on the ground.
Creatures within 5 feet of the path must succeed on a DC 16 Dexterity saving throw or fall prone as the ground heaves.


Sap Drip
The treant focuses its leaking wounds into a targeted drip of corrosive sap.
One creature within 30 feet must succeed on a DC 15 Constitution saving throw or take 6 (1d12) necrotic damage and have disadvantage on its next attack roll before the end of its next turn.

Reactions

Root Snare
When a creature the treant can see moves within 10 feet of it, the treant lashes out with a sudden burst of roots.
The creature must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16) and pulled up to 10 feet toward the treant.


Sap Shield
When the treant is hit by an attack, it can cause a burst of hardened, coagulated sap to form over its bark, gaining +3 AC against that attack.
If the attack still hits, the attacker takes 5 (1d10) necrotic damage.


Thrashing Limbs
When a creature ends its turn within 5 feet of the treant, it can make one Slam attack against that creature.

Description

The Blood-Rot Treant’s body is threaded with pulsing red veins that glow like embers beneath the bark. These veins carry not sap, but a necrotic ichor that behaves like blood—thick, warm, and hungry.

When the treant is wounded, this ichor spills out in steaming rivulets, burning the ground and attracting swarms of bone‑white insects that feed on the corruption.
Its limbs resemble skeletal arms made of twisted branches, each ending in claw‑like splinters capable of rending flesh and armor alike. Its roots are even more dangerous: long, whip‑like tendrils that burrow through the soil, sensing vibrations and lashing out with predatory precision. These roots can coil around prey, drain their vitality, and drag them toward the treant’s gaping maw.


The creature’s heartwood has been hollowed out and replaced by a knot of necrotic energy—a pulsing core that beats like a heart. Each pulse sends a wave of rot through the surrounding forest, causing leaves to wilt, bark to blacken, and small animals to wither where they stand.

The Blood‑Rot Treant is not mindless, but its intelligence is warped by the vampiric influence that sustains it. It remembers its old purpose—to protect the forest—but interprets that purpose through a lens of corruption. To the treant, the forest is sick, and only by spreading its own rot can it “heal” the land. It sees living creatures as parasites, intruders whose life force must be reclaimed and fed into the soil.


Its movements are slow and deliberate until prey is near. Then, with terrifying speed, its roots surge from the ground, its limbs lash out, and its glowing veins flare with predatory hunger. It does not roar or bellow; instead, it emits a low, resonant groan that vibrates through the trees like a dying forest exhaling its last breath.


The treant is drawn to fear and suffering. It stalks wounded creatures, circles dying animals, and lingers near battlefields long after the fighting has ended. It feeds not only on blood and life essence, but on the emotional residue of terror—absorbing it through the soil like nutrients.

 

Lair and Lair Actions

Where a Blood‑Rot Treant takes root, the forest becomes a graveyard of its former self.
• Trees twist into unnatural shapes, their branches drooping like skeletal fingers.
• Leaves turn gray and crumble at a touch.
• Pools of dark sap collect in depressions, attracting carrion feeders that quickly mutate into pale, bloated versions of themselves.
• Bones litter the ground—animal, humanoid, and sometimes unrecognizable.
• The air grows heavy with the scent of rot, and a faint red glow pulses from beneath the soil at night.
Animals avoid the area entirely, and even undead creatures feel uneasy in its presence. Druids and rangers who sense the corruption describe it as a “wound in the world,” a place where nature’s cycle has been broken and replaced with something parasitic.

Habitat: Forest

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