Treant by Donngeon Son
Ancient Treant
Elite Gargantuan plant, neutral
Armor Class 18 (Natural Armor)
Hit Points 630 ((18d20 + 126)x2; bloodied 315)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
26 (+8) | 8 (-1) | 25 (+7) | 16 (+3) | 21 (+5) | 16 (+3) |
Saving Throws STR +13, DEX +4, CON +12, WIS +10
Skills History +8, Medicine +8, Nature +10, Survival +10
Damage Resistances cold, bludgeoning, force, piercing, psychic
Condition Immunities exhaustion
Senses tremorsense 150 ft., passive perception 14
Languages common, druidic, elvish, sylvan
Challenge 15 (26,000 elite XP)
Proficiency Bonus +5
Colossal. The ancient is 75 feet tall and its space is 50 feet by 50 feet. Any creature Large or smaller can enter its space and must do so to hit it with an attack with a reach or range of 5 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of the treant's melee attacks must make a DC 21 Dexterity saving throw or take the same damage as the initial target.
False Appearance. While the ancient treant remains motionless, it is indistinguishable from a normal tree.
Minor Magic Immunity. Unless it wishes, the treant is immune to cantrips and magic that affects plants. Additionally, it has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the treany has disadvantage on the attack roll.
Magic Weapons. The ancient treant’s weapon attacks are magical.
Regenerate. The ancient treant gains 15 hit points at the start of its turn if it has at least 1 hit point and it is in a forest. If the ancient treant takes fire damage, this trait doesn’t function at the start of its next turn.
Regrow Bark (Elite Trait, recharges after a short or long rest). When the ancient treant is first bloodied, all conditions and effects it is suffering end for it and it can use its elite actions.
Siege Monster. The ancient treant deals double damage to objects and structures.
Unstoppable. The treant can spend a reaction at the end of its turn to end one effect or condition on itself.
ACTIONS
Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 44 (8d8 + 8) bludgeoning damage and the target must make a DC 21 Strength saving throw or be pushed 5 feet for each point it fails the saving throw or be grappled, the treant's choice.
Stomp. The ancient treant stomps one of its feet at a point on the ground within 15 feet of it. Any creature in a 15-foot-radius, 15-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 52 (8d10 + 8) bludgeoning damage and fall prone. Until the treant uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 21 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Fling. One Huge or smaller object held or a creature grappled by the ancient treant is thrown up to 120 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.
Rock. Ranged Weapon Attack: +12 to hit, range 180/600 ft., one target.
Hit: 41 (6d10 + 8) bludgeoning damage and the target must make a DC 20 Constitution saving throw or be stunned until the end of the treant's next turn.
Innate Spellcasting. The ancient treant’s spell casting ability is Wisdom (spell save DC 18, +10 to hit with attack spells). The ancient treant can innately cast the following spells, requiring no material components:
At-Will:
druidcraft, entangle, plant growth, speak with plants,
3/day each:
plant growth, s
pike growth, wall of thorns
1/day each: control weather, imprisonment (roots instead of chains)
Animate Trees (1/Day). The treant magically animates up to four trees it can see within 240 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 480 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
The ancient treant can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The colossus can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.
Move. The treant moves up to half its speed.
Command Tree. The treant can issue a command to an awakened tree and the tree can use a reaction to move, make an attack, or a similar action.
Attack (Costs 2 Actions). The treant makes a slam, stomp, fling, or rock attack.
Spell (Costs 3 Actions). The treant casts a spell.
ELITE ACTIONS
If the ancient treant's elite trait is active, it can use the options below as legendary actions for 1 hour after using Regrow Bark.
Entangling Roots (Cost 2 actions). Grasping roots and vines burst forth from a 40-foot square that the treant can see within 180 feet of it. Creature in the area must make a DC 18 Strength saving throw or be restrained by the entangling plants. A creature restrained by the plants can use its action to make a DC 18 Strength check, ending the condition on itself on a success. The plants turn the ground in the area into difficult terrain.
Earthshaking stomp (Cost 3 Actions, Recharge 5-6). The treant makes a stomp attack and the area withing a 90-foot radius of the treant becomes difficult terrain for Huge and smaller creatures and two 10-foot wide by 20-foot deep fissures extend for one end of the area to another in locations the treant chooses. All creatures in the area must make a DC 20 Dexterity saving throw or be knocked prone or or fall, taking 7 (2d6) bludgeoning damage and be knocked prone if they are over a fissure. The fissures crumble at the start of the treants next turn. Creatures inside a fissure take 5d6 bludgeoning damage, are knocked prone, buried in the rubble, restrained, and the only action they can take is a DC 20 Strength (Athletics) to escape.