Skip to main content

Breadcrumb

Treant

Challenge
Terrain
str
22
dex
8
con
20
int
12
wis
20
cha
12

AC 18 (natural armor)

HP 138 (12d12 + 60; bloodied 69)

Speed 30 ft.


Proficiency +4; Maneuver DC 18

Damage Resistances bludgeoning, piercing

Senses darkvision 60 ft., passive Perception 15

Languages Common, Druidic, Elvish, Sylvan


False Appearance. While motionless, the treant is indistinguishable from a tree.

Flammable. If the treant takes fire damage, it catches fire, taking 10 (3d6) ongoing fire damage, unless it is already on fire. It can use an action to extinguish itself, ending the ongoing damage.

Forest Speaker. The treant can communicate with beasts and plants.

Siege Monster. The treant deals double damage to objects and structures.


ACTIONS

Multiattack. The treant makes two attacks, or makes one attack and uses Animate Plant.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Animate Plant. The treant magically animates a Large or larger plant within 60 feet. The plant is immobile, but it acts on the treant’s initiative and can make slam attacks, or rock attacks if there are rocks to throw within 10 feet of it. Non-plant creatures treat the ground within 15 feet of the plant as difficult terrain , as surrounding roots conspire to trip and grasp moving creatures. The plant remains animated for 1 hour. If the treant uses this action while it has three plants animated in this way, the plant that has been animated the longest returns to normal.

Names

Albandel, Alder, Thoom, Weavewood


Legends and Lore

With an Arcana or History check, characters can learn the following:

DC 10 Treants are ancient trees awakened by powerful magic. A treant’s natures reflects that of the forest it protects.

DC 15 Like normal trees, treants are particularly susceptible to fire and the woodman’s axe.

DC 20 When threatened, treants can call upon other forest inhabitants for aid, and may even animate nearby trees to serve them.

Description

In the oldest forests, where the song of creation still echoes and druids meet to honor nature with sacred rites, the most mature trees awaken as treants. Closely resembling the trees they once were, treants are roused when their forest is threatened, bringing to bear the strength of nature itself against their foes.

Perceptive Protectors. A treant spends much of its time living as a tree, aware of its surroundings even while rooted in place. Events taking place even miles away are perceivable to the treant based on subtle changes in their environment. Ancient treants can magically call upon the denizens of the forest for aid, sending animal messengers to deliver news, animating plants to entangle and ensnare intruders, and summoning wild creatures to drive off their enemies.

Wild Reflections. Treants and forests reflect each other—as one changes, so does the other. Airy forests, home to good elves and unicorns, produce kind treants, while dark forests full of evil spawn spiteful, twisted treants. Just as trees sometimes rot from within, so too can a treant become hollow and heartless, and as they change, the forest also grows eerie and cold.

Behavior

1 Watching travelers, taking no action until it determines their intentions

2 On its way to help an endangered faerie

3 Angry; injured by an invader of the forest

4 Singing love songs

5 Demands trespassers state their intentions before they pass

6 Guarding a cave containing a dangerous creature or treasure, such as an intelligent axe that hates trees

7 Evil: corrupting healthy trees

8 Evil: holds prisoners in its branches

Signs

1 Trees sway to distant strains of music

2 The susurrus of falling leaves

3 Creaking like the rigging of a ship or floorboards being trod upon

4 DC 13 Perception check: the feeling of being watched

5 A dryad scout

6 Tree branches and vines weave together, making travel difficult in one direction but easy in another

Encounters

Treants protect forests and jungles on the Material Plane and in the Dreaming.

CR 5–10 treant

CR 11–16 treant with centaur , couatl , coven green hag , druid , or unicorn

Treasure staff of the woodlands

CR 17–22 2 treants ; treant with 4 centaurs , ettercaps , or scarecrows  

Treasure staff of thunder and lightning

Monster Type Description

Plant creatures are magical fungoid or plant-like creatures. Ordinary plants, such as trees, are not plant creatures. A treant is an intelligent plant creature that resembles a tree.