Treefolk

(Monstrous Compendium Volume 4: Eldritch Creatures)

Large plant (druid), Any alignment

Armor Class17 (natural armor)
Hit Points171 (18d10 + 72)
Speed30 ft.
STRDEXCONINTWISCHA
23 (+6) 12 (+1) 18 (+4) 10 (+0) 20 (+5) 11 (+0)
Saving ThrowsCon +8, Int +4, Wis +9
SkillsInsight +9, Nature +8, Perception +9
Damage Vulnerabilitiesfire
Damage Resistancesbludgeoning; piercing
Damage Immunities—
Condition Immunities—
Sensesblindsight 30 ft., passive Perception 19
LanguagesCommon, Druidic, Sylvan
Challenge11

Traits

Plant Camouflage.

The treefolk has advantage on Dexterity (Stealth) checks it makes in forest terrain.

Tree Stride.

Once on each of its turns, the treefolk can use 10 feet of its movement to step magically into one living tree within 5 feet of itself and emerge from a second living tree within 60 feet of itself that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least as large as the treefolk.

Actions

Multiattack.

The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.

Crushing Vine.

Melee Attack Roll: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a creature, it has the grappled condition (escape DC 18). While grappled, the creature also has the restrained condition. The treefolk can grapple up to six creatures this way.

Nightshade Bolt.

Ranged Spell Attack Roll: +9 to hit, range 60 ft., one target. Hit: 33 (6d10) poison damage.

Spellcasting

The treefolk casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):

At will: detect poison and disease, druidcraft

1/day: commune with nature (as an action)

2 each/day: enlarge/reduce, speak with plants