Treant

Huge Plant, Chaotic Good

Armor Class 16   Initiative +3 (13)   Hit Points 138 (12d12 + 60)   Speed 30 ft.

STR23 (+6)
DEX8 (-1)
CON21 (+5)
INT12 (+1)
WIS16 (+3)
CHA12 (+1)

Saving Throws Str +6, Dex −1, Con +5, Int +1, Wis +3, Cha +1

Damage Resistances Bludgeoning, Piercing

Damage Vulnerabilities Fire

Senses Passive Perception 13

Languages Common, Druidic, Elvish, Sylvan

Challenge Rating 9

Traits

Siege Monster

The treant deals double damage to objects and structures.

Actions

Multiattack

The treant makes two Slam attacks.

Slam

Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.

Hail of Bark

Ranged Attack Roll: +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, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.

Use the Treant in your game
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