Image prompthuge treant, animate ancient tree, gnarled bark body, craggy face with glowing deep-set eyes, bough-like limbs, root feet, moss and lichen, hurling splintered bark, recoiling from a wisp of flame at forest edge, weathered grey-brown bark and forest green, shadowed corrupted woodland, towering guardian pose, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Treant

Huge Plant, Chaotic Good
CR 9ArtilleryForest / Feywild
AC 16
Initiative +3 (13)
HP 138 (12d12 + 60)
Speed 30 ft.
STR
23
+6
save +6
DEX
8
−1
save −1
CON
21
+5
save +5
INT
12
+1
save +1
WIS
16
+3
save +3
CHA
12
+1
save +1
Vulnerabilities Fire
Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan

Traits

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

Actions

Multiattack. The treant makes two Slam attacks.

Slam. Melee Attack Roll: Hit: +10, reach 5 ft. 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. Troll Troll