Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

Treant
Size
Huge
Creature Race
Plant
Alignment
Chaotic Good
Armor Class
16 (Natural armor)
Hit Points
138 (12d12 + 60)
Speed
6m
Attributes
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Features
Vulnerabilities
Fire
Damage Resistance
Bludgeoning, Piercing
Senses
passive Perception 13
Languages
Common, Druidic, Elvish, Sylvan
Challenge
9 (5,000 XP)
Abilities
False Appearance.
While the treant remains motionless, it is indistinguishable from a normal tree.
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 1m, one target. Hit: (3d6 + 6) bludgeoning damage.
Rock.
Ranged Weapon Attack: +10 to hit, reach 12/36m, one target. Hit: (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day).
The treant magically animates one or two trees it can see within 12m of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 24m from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.