Titan Tree

Gargantuan plant, neutral

Armor Class 16 (studded leather)
Hit Points 132 (8d20 + 48)
Speed 25 ft., burrow 10 ft (soft earth and sand only)

STR DEX CON INT WIS CHA
27 (+8) 8 (-1) 23 (+6) 12 (+1) 19 (+4) 12 (+1)

Saving Throws Str +12, Con +11, Wis +9
Skills History +11, Insight +9, Nature +11
Damage Vulnerabilities fire
Damage Resistances piercing
Damage Immunities bludgeoning
Senses passive Perception 14
Languages Common, Druidic, Elvish, Sylvan
Challenge 13 (10,000 XP)

SPECIAL TRAITS

  • False Appearance. While the Titan tree remains motionless, it is indistinguishable from a normal tree.
  • Siege Monster. The Titan tree deals double damage to objects and structures.
  • Walking Tall. The Titan tree’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

ACTIONS

  • Multiattack. The Titan tree makes three slam attacks.
  • Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target must make a successful Dexterity save or also be knocked prone.
  • Stomp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. The target must make a successful Dexterity save or also be knocked prone.
  • Bark Darts. Ranged Weapon Attack: +7 to hit, range 60 ft., up to four targets. Hit: 8 (d10 + 6) puncturing damage.
  • Animate Trees (1/Day). The Titan tree magically animates 2d4 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 Titan tree. The tree remains animate for 1 day or until it dies; until the Titan tree dies or is more than 120 feet from the tree; or until the Titan tree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

TACTICS

  • Initial Round 1-Titan trees hurl massive stones from afar to warn interlopers. They will roar in an appropriate language, issuing terrifying threats as they rain down death on the heads of interlopers. Essentially “Leave or die!”
  • Subsequent Round(s)-If the offenders haven’t taken the hint yet, the Titan tree animates trees to fight by its side. The Titan tree and animated trees overwhelm opponents slamming opponents and sending them flying. They also continue the Thrown Stone and Bark Dart attacks once the treants have been summoned.
  • Retreat-If forced to retreat, they will lead the party through difficult terrain that it can ignore, and attack with their bark darts.
  • Injured-The Titan tree will retreat into the woods, putting as much distance as it can between its attackers and itself. It will direct any summoned treants to cover its retreat.

ABOUT

Like their lesser cousins, the treants, Titan trees have a deep and meaningful relationship with their local environment. Where the treants seek a harmonious union between the wildness of nature and those creatures that coexist with it, the Titan trees are less willing to “live and let live” with any creatures that seek to do harm. They know all too well what happens when little creatures with sharp steel enter their woodlands.

Titan trees are larger and more fearsome than treants but serve similar aims. They rarely issue warnings or seek the counsel of those that aim to intrude into their sacred groves. They prefer to attack first and deliver a stern lesson to drive them off with no motivation to return. If intruders persist or fight back, the titans will attack to destroy anyone remaining in their vicinity.

Titan trees learn the languages of their enemies: orcs, goblins, ogres, kobolds, humans, etc. By understanding their foes at this level language, they can better plan their defense against them. They may send their animated tree allies to spy on interlopers to gather intelligence.

d6 Smashed Corpses
1 Smashed half-orc corpse with a coin purse: d4 gp, 2d6 sp, 3d8 gp.
2 Smashed goblin corpse with a jar of pickled toes.
3 Smashed orc corpse with a pair of elf-flesh leather gloves (50 gp).
4 Smashed human corpse with a magical hook hand-disadvantage on all Disarm attempts.
Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

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