Treant
TREANTS
A Treant is an anthropomorphic organism having many characteristics of a tree.
Treants are sentient trees with humaniod characteristics. They are typically portrayed as protectors of the forests and antagonists to industrialization and despoiling of nature. They are typically allies of druids and Fey, opposing malicious races and clans.
Basic Information
Biological Traits
Huge plant, chaotic good
Armor Class = 16 (Natural Armor)
Hit Points = 138 (12d12+60)
Speed 30 ft.
STR = 23 (+6)
DEX = 8 (-1)
CON = 21 (+5)
INT = 12 (+1)
WIS = 16 (+3)
CHA = 12 (+1)
Vulnerabilities = FIRE
Damage Resistance = Bludgeoning, Piercing
Senses: passive Perception 13
Languages = Common, Druidic, Treant, Elvish, Sylvan
Challenge 9 (5,000 XP)
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 WeaponAttack: +10 to hit, reach 5 ft., one target.
Hit: (3d6 + 6) bludgeoning damage.
Rock
Ranged WeaponAttack: +10 to hit, reach 60/180 ft., one target.
Hit: (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day).
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.
Geographic Distribution
Comments