Treant, Vampiric

Family: Treant

Huge plant, chaotic evil

Armor Class 16 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 22 (+6) 12 (+1) 16 (+3) 14 (+2)

Saving Throws Dexterity +7, Wisdom +9, Charisma +8
Skills Perception +9, Stealth +7
Damage Resistances bludgeoning, cold, lightning, necrotic, piercing; slashing from nonmagical attacks
Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Common, Druidic, Elvish, Sylvan
Challenge 17 (18,000 XP)

Special Traits

  • False Appearance. While the vampiric treant remains motionless, it is indistinguishable from a normal tree.
  • Legendary Resistance (3/day). If the vampiric treant fails a saving throw, it can choose to succeed instead.
  • Regeneration. The vampiric treant regains 20 hit points at the start of its turn if it has at least 1 hit point and didn’t take fire damage since its last turn.
  • Siege Monster. The vampiric treant deals double damage to objects and structures.

Actions

  • Multiattack. The vampiric treant makes two attacks, only one of which may be a Charm attack.
  • Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampiric treant regains hit points equal to that amount. The reduction lasts until the target completes a long rest.
  • Rock. Ranged Weapon Attack: +12 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
  • Charm. The vampiric treant targets one humanoid it can see within 30 feet of it. If the target can see the vampiric treant, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampiric treant. The charmed target regards the vampiric treant as a trusted friend to be heeded and protected. Although the target isn’t under the vampiric treant’s control, it takes the vampiric treant’s requests or actions in the most favorable way it can. Each time the vampiric treant or the vampiric treant’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampiric treant is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
  • Animate Trees (1/day). The vampiric 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 vampiric treant. The tree remains animate for 1 day or until it dies; until the vampiric treant dies or is more than 120 feet from the tree; or until the vampiric treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
  • Children of the Vine (1/day). The vampiric treant magically calls 4d6 awakened shrubs. The called creatures arrive in 1d4 rounds, acting as allies of the vampiric treant and obeying its spoken commands. The creatures remain for 1 hour, until the vampiric treant dies, or until the vampiric treant dismisses them as a bonus action.

Legendary Actions

The vampiric treant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampiric treant regains spent legendary actions at the start of its turn.

  • Move. The vampiric treant moves up to its speed without provoking opportunity attacks.
  • Slam. The vampiric treant makes one Slam attack.
  • Rock. The vampiric treant makes one Rock attack.
  • Entangle. The vampiric casts an entangle spell (spell save DC 17) without the need for material components or concentration.
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City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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