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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8004378" data-attributes="member: 83242"><p>[ATTACH=full]288099[/ATTACH]</p><p><a href="https://www.artstation.com/artwork/GXekJ4" target="_blank">Ent </a>by Jarek Nocon</p><p></p><p><strong><span style="font-size: 22px">Elder Treant</span></strong></p><p><em>Gargantuan plant, neutral</em></p><p><img src="https://www.enworld.org/attachments/1598896179798-png.125328/" alt="1598896179798.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 18 (Natural Armor)</p><p><strong>Hit Points</strong> 264 (16d20 + 96; bloodied 132)</p><p><strong>Speed</strong> 40 ft.</p><p><img src="https://www.enworld.org/attachments/1598896181433-png.125329/" alt="1598896181433.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>24 (+7)</td><td>8 (-1)</td><td>22 (+6)</td><td>14 (+2)</td><td>18 (+4)</td><td>15 (+2)</td></tr></table><p><img src="https://www.enworld.org/attachments/1598896182723-png.125330/" alt="1598896182723.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Saving Throws</strong> STR +11, DEX +4, CON +11, WIS +9</p><p><strong>Skills</strong> History +7, Nature +9, Survival +9</p><p><strong>Damage Resistances</strong> cold, bludgeoning, force, piercing, psychic</p><p><strong>Condition Immunities</strong> exhaustion</p><p><strong>Senses</strong> tremorsense 60 ft., passive perception 14</p><p><strong>Languages</strong> common, druidic, elvish, sylvan</p><p><strong>Challenge</strong> 14 (11,500 XP) <strong>Proficiency Bonus</strong> +5</p><p><img src="https://www.enworld.org/attachments/1598896186606-png.125331/" alt="1598896186606.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>False Appearance. </em></strong>While the ancient treant remains motionless, it is indistinguishable from a normal tree.</p><p></p><p><strong><em>Minor Magic Immunity. </em></strong>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.</p><p></p><p><strong><em>Magic Weapons.</em></strong> The ancient treant’s weapon attacks are magical.</p><p></p><p><strong><em>Regenerate.</em></strong> The ancient treant gains 10 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.</p><p></p><p><strong><em>Siege Monster.</em></strong> The ancient treant deals double damage to objects and structures.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> The treant makes two melee attacks.</p><p></p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 15 ft., one target. <em>Hit:</em> 21 (4d6 + 7) bludgeoning damage and the target must make a DC 20 Strength saving throw or be pushed 5 feet for each point it fails the saving throw or be grappled, the treant's choice.</p><p></p><p><em><strong>Stomp.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one Medium or smaller target. <em>Hit:</em> 25 (4d8 + 7) bludgeoning damage and the target must make a DC 20 Strength saving throw or be knocked 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 20 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.</p><p></p><p><strong><em>Fling.</em></strong> One Large or smaller object held or a creature grappled by the ancient treant is thrown up to 60 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.</p><p></p><p><em><strong>Rock.</strong></em> <em>Ranged Weapon Attack:</em> +12 to hit, range 90/270 ft., one target. <em>Hit:</em> 29 (4d10 + 7) 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.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The ancient treant’s spell casting ability is Wisdom (spell save DC 17, +9 to hit with attack spells). The ancient treant can innately cast the following spells, requiring no material components:</p><p></p><p>At-Will: <em>druidcraft, speak with plants, entangle</em></p><p>3/day each: <em>plant growth, </em>s<em>pike growth,</em></p><p>1/day each: <em>wall of thorns</em></p><p><em></em></p><p><em><strong>Animate Trees (1/Day).</strong></em> The treant magically animates one or two trees it can see within 120 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 240 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.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Retributive Throw.</strong></em> If the treant is hit by a ranged attack or takes fire damage from an attack, it makes a rock or fling attack targeting the source of the attack.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8004378, member: 83242"] [ATTACH type="full"]288099[/ATTACH] [URL='https://www.artstation.com/artwork/GXekJ4']Ent [/URL]by Jarek Nocon [B][SIZE=6]Elder Treant[/SIZE][/B] [I]Gargantuan plant, neutral[/I] [IMG alt="1598896179798.png"]https://www.enworld.org/attachments/1598896179798-png.125328/[/IMG] [B]Armor Class[/B] 18 (Natural Armor) [B]Hit Points[/B] 264 (16d20 + 96; bloodied 132) [B]Speed[/B] 40 ft. [IMG alt="1598896181433.png"]https://www.enworld.org/attachments/1598896181433-png.125329/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]24 (+7)[/TD] [TD]8 (-1)[/TD] [TD]22 (+6)[/TD] [TD]14 (+2)[/TD] [TD]18 (+4)[/TD] [TD]15 (+2)[/TD] [/TR] [/TABLE] [IMG alt="1598896182723.png"]https://www.enworld.org/attachments/1598896182723-png.125330/[/IMG] [B]Saving Throws[/B] STR +11, DEX +4, CON +11, WIS +9 [B]Skills[/B] History +7, Nature +9, Survival +9 [B]Damage Resistances[/B] cold, bludgeoning, force, piercing, psychic [B]Condition Immunities[/B] exhaustion [B]Senses[/B] tremorsense 60 ft., passive perception 14 [B]Languages[/B] common, druidic, elvish, sylvan [B]Challenge[/B] 14 (11,500 XP) [B]Proficiency Bonus[/B] +5 [IMG alt="1598896186606.png"]https://www.enworld.org/attachments/1598896186606-png.125331/[/IMG] [B][I]False Appearance. [/I][/B]While the ancient treant remains motionless, it is indistinguishable from a normal tree. [B][I]Minor Magic Immunity. [/I][/B]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. [B][I]Magic Weapons.[/I][/B] The ancient treant’s weapon attacks are magical. [B][I]Regenerate.[/I][/B] The ancient treant gains 10 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. [B][I]Siege Monster.[/I][/B] The ancient treant deals double damage to objects and structures. [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] The treant makes two melee attacks. [I][B]Slam.[/B][/I] [I]Melee Weapon Attack:[/I] +12 to hit, reach 15 ft., one target. [I]Hit:[/I] 21 (4d6 + 7) bludgeoning damage and the target must make a DC 20 Strength saving throw or be pushed 5 feet for each point it fails the saving throw or be grappled, the treant's choice. [I][B]Stomp.[/B][/I] [I]Melee Weapon Attack:[/I] +12 to hit, reach 10 ft., one Medium or smaller target. [I]Hit:[/I] 25 (4d8 + 7) bludgeoning damage and the target must make a DC 20 Strength saving throw or be knocked 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 20 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. [B][I]Fling.[/I][/B] One Large or smaller object held or a creature grappled by the ancient treant is thrown up to 60 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. [I][B]Rock.[/B][/I] [I]Ranged Weapon Attack:[/I] +12 to hit, range 90/270 ft., one target. [I]Hit:[/I] 29 (4d10 + 7) 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. [B][I]Innate Spellcasting.[/I][/B] The ancient treant’s spell casting ability is Wisdom (spell save DC 17, +9 to hit with attack spells). The ancient treant can innately cast the following spells, requiring no material components: At-Will: [I]druidcraft, speak with plants, entangle[/I] 3/day each: [I]plant growth, [/I]s[I]pike growth,[/I] 1/day each: [I]wall of thorns [B]Animate Trees (1/Day).[/B][/I] The treant magically animates one or two trees it can see within 120 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 240 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. [B][U]REACTIONS[/U][/B] [I][B]Retributive Throw.[/B][/I] If the treant is hit by a ranged attack or takes fire damage from an attack, it makes a rock or fling attack targeting the source of the attack. [/QUOTE]
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