- 9 (5,000 XP)
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Maneuvers. The treant uses maneuvers (maneuver save DC 18). It has 12 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:
2 stamina dice: tremoring strike
Siege Monster. The treant deals double damage to objects and structures.
Spellcasting. The treant is a 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 1.5 m. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 18/55 m. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/long rest). The treant magically animates one or two trees it can see within 18 meters of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma of −5, 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 35 meters 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.