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Bestiary

Treant

Huge Plant, chaotic good

AC16 (natural armor)HP138 (12d12 + 60)Speed30 ft., swim 15 ft., climb 15 ft., crawl 15 ft.

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

Sensespassive Perception 13LanguagesCommon, Druidic, Elvish, SylvanCR9 (5,000 XP)
Traits

Siege Monster. The treant deals double damage to objects and structures.

Actions

Animate Trees. 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.

Hail of Bark. Ranged Attack Roll: +10, range 180 ft. 28 (4d10 + 6) Piercing damage.

Multiattack. The treant makes two Slam attacks.

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


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