Treant
Huge Plant chaotic good
- Armour class
- 16
- Hit points
- 138 (12d12+60)
- Speed
- walk 30 ft.
- Challenge
- 9
- STR 23 (+6)
- DEX 8 (-1)
- CON 21 (+5)
- INT 12 (+1)
- WIS 16 (+3)
- CHA 12 (+1)
- Senses
- passive Perception 13
- Languages
- Common, Druidic, Elvish, Sylvan
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.
Animate Trees. 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.
Multiattack. The treant makes two slam attacks.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
System Reference Document 5.1 · Creative Commons Attribution 4.0
Hearthhall is a private home for a campaign — a shared wiki, play-by-post boards, character sheets, and an initiative tracker you can drop this thing into. The rest of the library is open to everyone; campaigns looking for players are too.