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Treant

Size
Huge
Type
Plant
Alignment
Chaotic-Good
Armor Class
16
Speeds
30
Strength Score
23
Dexterity Score
8
Constitution Score
21
Intelligence Score
12
Wisdom Score
16
Charisma Score
12
Vision
Normal
Languages Ref
Common, Druidic, Elvish, Sylvan
Hit Points
138
Resistances
Resistant to Bludgeoning Damage, Resistant to Piercing Damage, Vulnerable to Fire Damage
Languages Prep
Aethyrian Common, Druidic, Elvish, Sylvan
Languages
Aethyrian Common, Druidic, Elvish, Sylvan

Huge plant, chaotic good


Armor Class 16 (natural armor)

Hit Points 138 (12d12+60)

Speed 30 ft.


STR
23 (+6)
DEX
8 (−1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)

Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing

Senses passive Perception 13

Languages Common, Druidic, Elvish, Sylvan

Challenge 9 (5,000 XP)

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.

Actions

Multiattack. The treant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree 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. The tree then takes root if possible.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.