Huge plant, Chaotic Good
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 138 (12d12 + 60) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 8 (-1) | 21 (+5) | 12 (+1) | 16 (+3) | 12 (+1) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | fire |
| Damage Resistances | bludgeoning; piercing |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 13 |
| Languages | Common, Druidic, Elvish, Sylvan |
| Challenge | 9 |
While the treant totem remains motionless, it is indistinguishable from a normal tree.
The treant totem deals double damage to objects and structures.
The treant totem makes two slam attacks.
Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Ranged Attack Roll: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
The treant totem magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant totem, 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 totem. The tree remains animate for 1 day or until it dies; until the treant totem dies or is more than 120 feet from the tree; or until the treant totem takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.