Treant

Huge Plant, chaotic good. CR 9, AC 16, 138 HP. Traits: Siege Monster.

Armor class
16
Hit points
138
Challenge
9
Creature type
Plant
Size
Huge
Alignment
chaotic good

Stat block

Cha
12
Con
21
Dex
8
Int
12
Str
23
Wis
16
Speed
Walk: 30
Senses
passive Perception 13
Actions
  • Multiattack. The treant makes two Slam attacks.
  • Slam. Melee Attack Roll: +10, reach 5 ft. 16 (3d6 + 6) Bludgeoning damage.
  • Hail of Bark. Ranged Attack Roll: +10, range 180 ft. 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.
Hit dice
12d12 + 60
Languages
Common, Druidic, Elvish, Sylvan
Armor detail
natural armor
Special abilities
  • Siege Monster. The treant deals double damage to objects and structures.

Source and licence

From System Reference Document 5.2.

Licence: SRD (CC BY 4.0).

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.

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