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Habitat: Forest; Treasure: None

Ancient inhabitants of the forest, treants are gigantic, animate trees with wizened faces. Most have lived for centuries and know secrets of the natural world. They avoid becoming embroiled in the conflicts of shorter-lived creatures, but they’re protective of their forest homes. If roused to anger, treants can animate trees to aid them.

Treants defend and are shaped by secrets of the forest. Roll on or choose a result from the Treant Secrets table to inspire what mysteries a treant protects.

Treant Secrets
1d6 
The Treant Is ...
1
Blessed by a god and grows magic fruit.
2
Growing atop the entrance to a dungeon or portal to the Feywild.
3
Home to a community of pixies or sprites.
4
The last lore keeper of lost druidic knowledge.
5
Rooted on a hero’s burial mound and animates trees that look like questing knights.
6
Scarred by a fire and holds the bones of the arsonist who started it in a hollow.

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.


Treant

Huge Plant, Chaotic Good
  • Armor Class 16
  • Hit Points 138 (12d12 + 60)
  • Speed 30 ft.
  • Initiative +3 (13)
STR
23 (6)
DEX
8 (-1)
CON
21 (5)
INT
12 (1)
WIS
16 (3)
CHA
12 (1)
  • Saving Throws Str +6, Dex -1, Con +5, Int +1, Wis +3, Cha +1
  • Vulnerabilities Fire
  • Damage Resistance Bludgeoning, Piercing
  • Senses passive Perception 13
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 9 (5000 XP)
  • Habitat Forest
  • Treasure None
  • Siege Monster. The treant deals double damage to objects and structures.

Actions


  • Multiattack. The treant makes two Slam attacks.
  • Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d6 + 6) Bludgeoning damage.
  • Hail of Bark. Ranged Weapon Attack: +10 to hit, reach 180 ft., one target. Hit: (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.
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