Treant [1/2]Plant · CR 9
Treant [1/2]Huge Plant, Chaotic Good
STR+623
DEX-18
CON+521
INT+112
WIS+316
CHA+112
AC16
HP138
CR9
SPD30 ft.

TRAITS

Siege MonsterThe treant deals double damage to objects and structures.

ACTIONS

MultiattackThe treant makes two Slam attacks.

Treant [2/2]Plant · CR 9
Treant [2/2]Huge Plant, Chaotic Good

ACTIONS (cont.)

SlamMelee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.

Hail of BarkRanged 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 [1/2]Huge Plant, Chaotic Good
CR9
16Armor Class
138Hit Points
30 ft.Speed
STR23+6
DEX8-1
CON21+5
INT12+1
WIS16+3
CHA12+1

Initiative. +3

Senses. Passive Perception 13

Resistances. Bludgeoning, Piercing

Vulnerabilities. Fire

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: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Plant
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Treant [2/2]Huge Plant, Chaotic Good
CR9
16Armor Class
138Hit Points
30 ft.Speed
STR23+6
DEX8-1
CON21+5
INT12+1
WIS16+3
CHA12+1

Actions (cont.)

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.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Plant
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com

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Treant — printable monster card

Huge Plant, Chaotic Good

  • CR 9
  • Plant
  • Huge

Full stat block

Armor Class
16
Hit Points
138
Initiative
+3
Speed
30 ft.
Senses
Passive Perception 13
Resistances
Bludgeoning, Piercing
Vulnerabilities
Fire
Languages
Common, Druidic, Elvish, Sylvan
Challenge Rating
9 (5,000 XP)
Proficiency bonus
+4
Ability scores
STR DEX CON INT WIS CHA
23 +6 8 -1 21 +5 12 +1 16 +3 12 +1

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.

See also