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Treant

D&D 5e · 2024·Huge Plant·Chaotic Good

Armor class
16
Hit points
13812d12 + 60
Challenge
95,000 XP
Proficiency
+4Initiative +3

Speed 30 ft.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score23821121612
Mod+6-1+5+1+3+1
Save+6-1+5+1+3+1
Vulnerabilities
Fire
Resistances
Bludgeoning, Piercing
Senses
Passive Perception 13
Languages
Common, Druidic, Elvish, Sylvan

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.

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Rules source: System Reference Document 5.2.1 ↗

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. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0