Treant

CR 9 Plant

Monster

Huge Plant, Chaotic Good

AC
16 (natural armor)
Initiative
+3 (13)
HP
138 (12d12 + 60)
Speed
30 ft.
Ability scores, modifiers and saving throws
Ability Score Mod Save Ability Score Mod Save Ability Score Mod Save
STR 23 +6 +6 DEX 8 -1 -1 CON 21 +5 +5
INT 12 +1 +1 WIS 16 +3 +3 CHA 12 +1 +1
Resistances
Bludgeoning, Piercing
Vulnerabilities
Fire
Senses
Passive Perception 13
Languages
Common, Druidic, Elvish, Sylvan
CR
9 (XP 5,000; PB +4)

Traits

Siege Monster.

The treant deals double damage to objects and structures.

Actions

Multiattack.

The treant makes two Slam attacks.

Slam.

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

Hail of Bark.

Ranged Attack Roll: +10, range 180 ft. Hit: 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.

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

Text prepared from downfallx/dnd-5e-srd-markdown and structured data from Open5e, both CC BY 4.0.