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Treant

Huge · Plant · CR 9 · Chaotic Evil

Armor Class
18
Hit Points and Hit Dice
138 (12d12+60)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
8
-1
CON
20
+5
INT
12
+1
WIS
20
+5
CHA
12
+1

Overview

Category Monsters
Size Huge
Type Plant
Alignment Chaotic Evil
XP 5000
Initiative Bonus -1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Languages

Common, Druidic, Elvish, Sylvan

Resistances & Immunities

Damage Resistances
bludgeoning, piercing

Traits

False Appearance

While motionless, the treant is indistinguishable from a tree.

Flammable

If the treant takes fire damage, it catches fire, taking 10 (3d6) ongoing fire damage, unless it is already on fire. It can use an action to extinguish itself, ending the ongoing damage.

Forest Speaker

The treant can communicate with beasts and plants.

Siege Monster

The treant deals double damage to objects and structures.

Actions

Animate Plant

The treant magically animates a Large or larger plant within 60 feet. The plant is immobile but it acts on the treants initiative and can make slam attacks or rock attacks if there are rocks to throw within 10 feet of it. Non-plant creatures treat the ground within 15 feet of the plant as difficult terrain as surrounding roots conspire to trip and grasp moving creatures. The plant remains animated for 1 hour. If the treant uses this action while it has three plants animated in this way the plant that has been animated the longest returns to normal.

Multiattack

The treant makes two attacks or makes one attack and uses Animate Plant.

Rock

+10 to hit, range 60/180 ft (18.3/54.9 m). Hit: 2d8+6 bludgeoning damage.

Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Slam

+10 to hit, reach 10 ft (3 m). Hit: 4d6+6 bludgeoning damage.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.

About Treant

Treant is a huge plant with a Challenge Rating of 9. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 138 hit points (derived from 12d12+60).

Treant has communication capabilities including Common, Druidic, Elvish, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Treant

2 tips available

When using Treant in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Treant

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Treant?
Treant has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Treant?
Treant is a Huge Plant, which affects how certain spells and abilities interact with it.
What languages does Treant speak?
Treant can communicate in Common, Druidic, Elvish, Sylvan.

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