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Treant (Black Flag)

Size
Huge
Type
Plant
Challenge Rating
9
Source
Black Flag SRD
Armor Class
16
Speeds
30
Walking Speed
30
Strength Score
22
Dexterity Score
8
Constitution Score
28
Intelligence Score
12
Wisdom Score
24
Charisma Score
12
Vision
Tremorsense (30ft)
Languages Ref
Common,Druidic,Elvish,Sylvan
Hit Points
185
Resistances
Vulnerable to Fire Damage, Resistant to Bludgeoning Damage, Resistant to Piercing Damage
Languages
Aethyrian Common, Druidic, Elvish, Sylvan

Huge plant


Armor Class 16 (natural armor)

Hit Points 185

Speed 30 ft.


STR
22 (+6)
DEX
8 (−1)
CON
28 (+9)
INT
12 (+1)
WIS
24 (+7)
CHA
12 (+1)

Damage Vulnerabilities fire

Damage Resistances bludgeoning,piercing,Plant Resilience

Senses tremorsense 30 ft.

Languages Common,Druidic,Elvish,Sylvan

Challenge 9 (5,000 XP)

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

Plant Resilience. The treant is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.

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

Speak with Plants. The treant can communicate with Plants and nonmagical plants as if they shared a language.

Actions

Multiattack. The treant makes three Slam attacks, or it makes two Throw Rock attacks. If two Slam attacks hit one creature, the target must succeed on a DC 17 STR save or be knocked prone.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d6+6) bludgeoning damage.

Throw Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 33 (5d10+6) bludgeoning damage.

Animate Trees (1/Day). The treant magically animates 2 trees or 2d6 shrubs it can see within 60 feet of it. The trees use the statistics of an awakened tree, and the shrubs use the statistics of an awakened shrub. The animated plants act as allies of the treant, obeying its spoken commands. The plants remain for 1 hour, until the treant dies, or until the treant dismisses them as a bonus action.

Bonus Actions

Halt Intruders. The treant calls to the roots beneath up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 STR save or be restrained by roots until the end of its next turn. The treant can target only creatures in contact with the ground and can't target creatures in contact with a manufactured floor, such as the wooden floor of a building.

Stat block from Black Flag SRD by Kobold Press, used under the ORC License. It is not Geminaea material. See Legal.