Rotted Treant (5e Creature)

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Rotted Treant[edit]

Huge undead, neutral evil


Armor Class 15 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 20 ft.


STR DEX CON INT WIS CHA
23 (+6) 6 (-2) 21 (+5) 3 (-4) 8 (-1) 5 (-3)

Proficiency Bonus +4
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Common, Druidic, Elvish, and Sylvan but can't speak
Challenge 9 (5,000 XP)


Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the zombie drops to 1 hit point instead.

False Appearance. While the zombie remains motionless, it is indistinguishable from a normal rotting tree.

Siege Monster. The zombie deals double damage to objects and structures.

ACTIONS

Multiattack. The zombie makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Melee Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Poison Breath (Recharge 5-6). The zombie exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.


A treant with the zombie template applied to it. Cursed by necromancy into a state of living decay, these big, lumbering, bark-skinned husks of treants stay motionless for years, even centuries, until they sense living creatures wander into their territory. It then creaks and cracks slowly to life, a festering, poison-ridden form shambling forward with malicious intent. In its newfound state, the rotted treant's connection to nature is permanently severed, preventing it from calling upon its fellow trees as it once did.

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