AC 16 (natural armor)
HP 217 (15d20+60)
Speed 50 ft., climb 30 ft.
Proficiency +2; Maneuver DC 12
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned , unconscious
Senses blindsight 60 ft., passive Perception 11
Languages —
Magic Resistance. The swarm has advantage on saving throws made against spells and other magical effects.
Regeneration. The swarm regains 10 hit points at the start of its turn if it has at least 1 hit point.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Large plant. The swarm can’t regain hit points from spells or potions, and it cannot gain temporary hit points.
Titanic. The swarm fills a 100-foot radius circle and ignores difficult terrain .
ACTIONS
Thrash. Melee Weapon Attack: +12 to hit, reach 0 ft., all creatures in the swarm’s space. Hit: 24 (5d6+7) magical slashing damage and the target is grappled (maneuver DC equal to your spell save DC ).
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.