Treant

5e

huge plant, chaotic good

Challenge 9 (5000 XP)

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

Defense

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

Proficiencies & Senses

Languages Common, Druidic, Elvish, Sylvan
Passive Perception 13

Traits

Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing

Traits

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

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.

Reference Text

Treants are guardians of the forest, chaotic good creatures that protect their woodland homes. They can animate trees to fight alongside them and are nearly indistinguishable from normal trees when motionless.