Twisted Elder Treant - AI-generated fantasy Monster

Twisted Elder Treant

Local legends speak of a circle of deep-rooted guardians. After the cult's rituals, villagers awoke to sap-stained wells and 'singing' branches. Bards whisper the name Darkbough or the Pink-Thread Elder when telling the tale; druids mark the stand with black ash to warn others.

Hugeplant(Plant)CR 15Neutral Evil

Twisted Elder Treant

forestanimatedcorruptedcult-taintedbioluminescent
HP255AC18SPD30 ft., Rooted: 0 ft. (can root to gain special senses and resistances)CR15 (13,000 XP)PerceptionStealthIntimidation
STR
26
save
DEX
8
CON
20
save
INT
14
WIS
20
save
CHA
12
False Guise. While the Pink-Thread Elder remains motionless and rooted it is indistinguishable from a dead, blackened tree, though thin pink filaments may shimmer under scrutiny.
Corrupted Resilience. The treant has advantage on saving throws against being charmed or frightened, and it is immune to poison and the poisoned condition. Attacks made with nonmagical weapons that are not silvered deal half damage to the treant.
Root Speech. While rooted the treant gains tremorsense 120 feet and can perceive disturbances through connected roots and mycelium up to miles away in the same forest stand. Rooting is an action; unrooting is a bonus action.
Stand Kinshaping. If the treant spends 1 hour attuning itself to a stand containing a particular species of tree, it can alter its bark, leaves, and chemical makeup to take on the physical properties of that species within a tenday. Elder treants can do so within half a tenday.
Siege Monster. The treant's weapon attacks count as magical for the purpose of overcoming resistance and immunity. The treant deals double damage to wooden objects and structures.
Corrupted Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 28 () bludgeoning damage. If the target is a creature made of wood or a construct of wood, the target takes an extra 14 () bludgeoning damage.
Twisted Launch. Ranged Weapon Attack: to hit, range 120/360 ft., one target. Hit: 36 () bludgeoning damage. On a hit the target must succeed on a Strength saving throw or be pushed 20 feet away and knocked prone as the treant's branch whips and pink strands lash the area.
Corrupt Animate (Recharge 5-6). The treant attempts to animate corrupted vegetation within 90 feet that it can see. The treant animates up to three plants or trees. Animated plants use the Animated Plant stat block below (HP and damage scaled to match the encounter) and obey the treant's telepathic commands (no action required). They remain animated for 24 hours, until the treant dies, or until the treant uses a bonus action to end the animation. Once the treant has used Corrupt Animate it cannot do so again until it finishes a short or long rest.
Blight Bloom (Recharge 6). The treant curls a mass of thorned, resinous roots and pink filaments into a choking cloud in a 30-foot cone. Each creature in the area must make a Constitution saving throw, taking 45 () necrotic and poison damage on a failed save, or half as much on a successful one. Creatures that fail the save are also afflicted with Blighted Grasp for 1 minute. A creature with Blighted Grasp has their healing from spells and abilities reduced by half and takes 3 () ongoing necrotic damage at the start of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rooted Rebuke. Rooted Rebuke. When a creature the treant can see within 10 feet hits it with a melee attack, the treant can force the attacker to succeed on a Strength saving throw or be grappled by sticky pink tendrils (escape ). A creature grappled this way is restrained until it escapes.
Branch Lash. Branch Lash. The treant makes one Corrupted Slam or moves up to half its speed without provoking opportunity attacks, its pink filaments snaking to hook and pull.
Root Tremor (Costs 2 Actions). Root Tremor. Creatures on the ground within 20 feet must succeed on a Dexterity saving throw or be knocked prone and take 10 () bludgeoning damage.
Drain Wyrd (Costs 3 Actions). Drain Wyrd. The treant targets one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or take 21 () necrotic damage and have disadvantage on attack rolls and saving throws until the end of its next turn. If the target fails by 5 or more its maximum hit points are reduced by the same amount until it finishes a long rest.
Cantrips
Cantrips/At WillDivination/Transmutation At will: detect magic, speak with plants.
3rd level
Innate MagicTransmutation/Conjuration The treant can cast these spells innately, requiring no components. Spell save DC 19, spell attack +11. It regains spent spell uses daily at dawn.
4th level
Daily SpellsNecromancy/Transmutation 2/day each: blight, plant growth, awaken (targets are hostile when animated unless the treant wills otherwise).
6th level
Lair SpellConjuration 1/day: wall of thorns (as the spell).
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