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Treant

Huge Plant, chaotic good

CR 9

5,000 XP

AC: 16 (natural armor)
HP: 138 (12d12+60)
Speed: walk 30 ft.
Senses: passive Perception 13
Languages: Common, Druidic, Elvish, Sylvan
STR
23
+6
DEX
8
-1
CON
21
+5
INT
12
+1
WIS
16
+3
CHA
12
+1

Special Abilities

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.

Quick Reference

Challenge: CR 9
Type: Plant
Size: Huge
Alignment: chaotic good
Best for party of 4 at level 8-10

Running This Encounter

A Treant is a colossal, intelligent plant creature that fights methodically and uses its environment to full advantage. Present it as an ancient guardian of forests or sacred groves, using its Animate Trees ability to create dynamic battlefield control. The Treant should feel like a force of nature rather than a simple brute, communicating through heavy, slow speech. Consider having it attempt negotiation or warnings before combat, as Treants are generally peaceful unless their domain is threatened.

Combat Tactics

The Treant leads with Animate Trees to create difficult terrain and additional combatants, forcing the party to adapt their strategy. It prefers to stay at range with Rock attacks while animated trees engage melee combatants, using its Slam attack only when enemies close within 5 feet. It leverages its AC 16 and 138 HP to outlast opponents, potentially retreating into forest terrain where it gains additional cover.

Environment & Setting

Dense old-growth forests, sacred groves, or enchanted woodlands where the Treant can animate surrounding trees and use natural obstacles. The setting should include rough terrain, difficult footing, and multiple trees to emphasize the creature's home-field advantage.