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Treant

No image available for this monster.

Basic

Size: Huge

Type: plant

Alignment: chaotic good

Health

Hit Points: 138

Hit Dice: 12d12

HP Roll: 12d12+60

Armor

Type: natural

Value: 16

Movement

Walk: 30 ft.

Fly: None

Swim: None

Ability Scores

Strength: 23

Dexterity: 8

Constitution: 21

Intelligence: 12

Wisdom: 16

Charisma: 12

Proficiencies

None

Senses

  • passive_perception: 13

Damage Vulnerabilities

  • fire

Damage Resistances

  • bludgeoning
  • piercing

Damage Immunities

None

Condition Immunities

None

Special Abilities

  • 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 Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
  • Rock: Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
  • Animate Trees: 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.

Legendary Actions

None

Other Information

Languages: Common, Druidic, Elvish, Sylvan

Challenge Rating: 9

Proficiency Bonus: 4

XP: 5000