Treant
Huge Plant, Chaotic Good
AC 16 Initiative +3 (13)
HP 138 (12d12 + 60)
Speed 30 ft.
Ability Scores
STR 23 (+6) Save +6 DEX 8 (−1) Save −1 CON 21 (+5) Save +5
INT 12 (+1) Save +1 WIS 16 (+3) Save +3 CHA 12 (+1) Save +1
Vulnerabilities Fire
Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
CR 9 (XP 5,000; PB +4)
Traits
- Siege Monster. The treant deals double damage to objects and structures.
Actions
- Multiattack. The treant makes two Slam attacks.
- Slam. Melee Attack: +10, reach 5 ft. Hit: 16 (3d6 + 6) bludgeoning damage.
- Hail of Bark. Ranged Attack: +10, range 180 ft. Hit: 28 (4d10 + 6) piercing damage.
- Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, can’t speak, and lacks this action. The tree acts immediately after the treant, shares its initiative, and obeys the treant. The tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet away. Then it takes root, if possible.