d4d6d8d6d10d4d20d6d6d6d6d10d4d12d8d12d10d6

Monster Details

Detailed information for this bestiary entry

d4d6d8d10d12d20d4d6

Treant

Monster Stat Block

Huge Plant, Chaotic Good

AC16
Initiative+3 (13)
HP138 (12d12 + 60)
SpeedWalk 30 ft.
STR23
MOD+6
SAVE+6
DEX8
MOD-1
SAVE-1
CON21
MOD+5
SAVE+5
INT12
MOD+1
SAVE+1
WIS16
MOD+3
SAVE+3
CHA12
MOD+1
SAVE+1
Damage VulnerabilitiesFire
Damage ResistancesBludgeoning; Piercing
SensesPassive Perception 13
LanguagesCommon, Druidic, Elvish, Sylvan
CRCR 9 (XP 5,000; PB +4)

Traits

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

Actions

Multiattack. The treant makes two Slam attacks.

Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.

Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage.

Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.

Found on p.308 of MM2025 (Free Rules)

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