False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Magic Resistance. The treant has advantage on saving throws against spells and other magical effects.
Magic Weapons. The treant's weapon attacks are magical.
Multiattack. The treant makes 3 slam attacks or 2 rock attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage.
Rock. Ranged Weapon Attack: +14 to hit, range 60/180 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Wretched Wither (Recharge 5-6). The treant releases it's corrupted energy in a 25ft radius around it, all creatures within range must make a DC 20 Constitution saving throw or take 58 (13d8) necrotic damage on a failed save or half as much damage as a successful one. All creatures that fail this save have their movement speed reduced by half and disadvantage on melee and ranged attack rolls until the end of the treants next turn. Any creature that are reduced to 0 hit points by by this attack are stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Previous Versions
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4/29/2020 11:31:17 PM
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5/8/2020 4:00:11 PM
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5/18/2020 1:31:39 AM
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6/5/2020 11:17:15 PM
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26
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