Treant

5.5e

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 armor)
Hit Points 138 (12d12+60)
Speed 30 ft.

Proficiencies & Senses

Languages Common, Elvish, Druidic, Sylvan
Passive Perception 13

Traits

Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing

Traits

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.

Hail of Bark

Ranged Weapon Attack: +10 to hit, range 180 ft., one target. Hit: 28 (4d10 + 6) piercing damage.

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.

Reference Text

A massive treant, a living tree with a humanoid face and limbs, stands in a dense forest, its bark rough and mossy, with leaves rustling in the wind.