/home/explore/monsters/treant

Treant

actions:
  • Multiattack

    The treant makes two slam attacks.

    options:
    choose:

    1

    from:
      • Slam

        count:

        2

        type:

        melee

  • Slam

    Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

    attack bonus:

    10

    damage:
    • 3d6+6

      Bludgeoning

  • Rock

    Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

    attack bonus:

    10

    damage:
    • 4d10+6

      Bludgeoning

  • 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.

    usage:
    times:

    1

    type:

    per day

alignment:

chaotic good

armor class:

16

challenge rating:

9

charisma:

12

constitution:

21

damage resistances:
  • bludgeoning

  • piercing

damage vulnerabilities:
  • fire

dexterity:

8

hit dice:

12d12

hit points:

138

intelligence:

12

languages:

Common, Druidic, Elvish, Sylvan

senses:
passive perception:

13

size:

Huge

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.

speed:
walk:

30 ft.

strength:

23

type:

plant

wisdom:

16

© 2020 David Jones · uses the D&D 5th Edition API Database · source