Treant
Treant, CR 9
STR
20
+6
DEX
8
-1
CON
19
+5
INT
13
+1
WIS
17
+3
CHA
13
+1
Spellcasting
Spellcasting. The treant is an 11th-level Spiritual Spellcaster. Its spellcasting ability is Wisdom (Spell Save DC 15, ( 1d20+7 ) to hit with Spell Attacks). It requires no material components to cast its spells. The treant has access to the following Priest Spell domains:
Common spells: 1st Rank: Animal Friendship, Bless, Cure Wounds, Detect Poison and Disease, Druidcraft, Fog Cloud, Goodberry, Healing Word, Longstrider, Purify Food and Drink, Shillelagh, Spare the Dying, Speak with Animals, Thunderwave2nd Rank: Aid, Animal Messenger, Barkskin, Enhance Ability, Find Steed, Gust of Wind, Lesser Restoration, Locate Animals or Plants, Misty Step, Pass Without Trace, Prayer of Healing, Protection from Poison, Spike Growth,
3rd Rank: Beacon of Hope, Call Lightning, Conjure Animals, Mass Healing Word, Plant Growth, Remove Curse, Revivify, Sleet Storm, Speak with Plants,
4th Rank: Death Ward, Dominate Beast, Giant Insect, Hallucinatory Terrain, Ice Storm, Polymorph
5th Rank: Antilife Shell, Awaken, Commune with Nature, Greater Restoration, Hallow, Insect Plague, Mass Cure Wounds, Reincarnate, Tree Stride
6th Rank: Heal, Transport via Plants, Wall of Thorns
Special Abilites
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 Attack: 1d20+10 to hit, reach 5 ft., one target. Hit: 25 ( 3d6+6 ) Bludgeoning Damage. Rock. Ranged Attack: 1d20+10 to hit, range 60/180 ft., one target. Hit: 28 ( 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, can't cast spells, 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. Cast a Spell. The treant casts a spell of up to 6th rank using spell points as normal.
Legendary Actions
The treant can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The treant regains spent epic actions at the start of its turn. Slam. The treant makes one slam attack. Bodyslam (Costs 2 Actions). The treant moves 15 feet in a straight line and makes a slam attack on all enemies in its path. Any creature hit must succeed in a Strength Contest against the treant or be knocked Prone and trampled. Cast a Spell (Costs 3 Actions). The treant casts a spell of up to 6th rank using spell points as normal.
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