TREANT – 5e stats

Huge plant, chaotic good

Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.

Proficiency Bonus +4
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
23 (+6)8 (-1)21 (+5)12 (+1)16 (+3)12 (+1)

Saving Throws (suggested) Str +10, Con +9
Damage Resistances bludgeoning, piercing
Damage vulnerabilities fire
Senses passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)

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 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
  • Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet 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 120 feet 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

 A treant is a sentient tree that combines the features of both humans and plants. It has a humanoid shape, with a trunk-like body, branch-like arms, and root-like legs. Its bark is usually brown or gray, and its foliage varies depending on the season and the type of tree it resembles. A treant’s face is formed by knots and creases in the wood, and its eyes glow with a faint green light. A treant can speak several languages, including Common, Druidic, Elvish, and Sylvan .

COMBAT 

Treants are peaceful by nature, but can cause great damage when roused to anger. They hate evil things and the unrestrained use of fire. They are intolerant of orcs and goblins, and tend to be suspicious of anyone carrying an ax. They can use their powerful slam attacks to crush enemies with their fists, or hurl rocks at distant foes with great accuracy. They can also animate nearby trees to fight alongside them, creating a small army of wooden warriors. Treants are resistant to bludgeoning and piercing damage, but vulnerable to fire. Treants are also very stealthy when motionless, as they can blend in with the surrounding vegetation .

HABITAT / SOCIETY

 Treants live in harmony with nature, and prefer to dwell in ancient and secluded forests. They rarely leave their home, unless it is threatened by invaders or natural disasters. They live in small communities, usually amidst old hardwood forests (oak, maple, mahogany, etc.). In the forest treants rarely reveal themselves, preferring not to interact with the more transient lifeforms (anything with a lifespan of 500 years or less). Humans and demihumans have only a slight chance of spotting a treant who is trying to blend in with the trees. Rangers have a fair chance of spotting a treant. Treants are friendly to druids, elves, and other beings who respect nature. They are wise and patient, and often act as guardians and mentors to those who seek their counsel .

ECOLOGY

 Treants are living parts of the forest ecosystem, and contribute to its health and balance. They can sense the mood and condition of the forest for miles around, and can communicate with other plants and animals. They can also manipulate the growth and movement of plants, creating paths, shelters, or traps as needed. Treants do not need to eat or drink, but they do require sunlight and water to survive. They often sleep for long periods of time (anywhere from a few days to several years) during which short roots grow into the ground beneath them gathering water and minerals from the soil. Treants have no use for treasure, and usually place all such items somewhere out of sight, such as under a great rock. Treants reproduce via off-shoot stalks which the female treants then protect and care for until the stalks are grown. Treants can live for thousands of years, unless they are killed by violence or disease. As they grow older, treants become slower and less agile, sleeping for longer periods and talking less of things that are and more of things that were. Eventually an old treant will not wake up, taking permanent root in the spot where he sleeps and living out the rest of his life as a normal tree.

Treant is employed as material component to empower the following spells: