Huge Plant, Neutral
- AC
- 13
- Initiative
- -2 (8)
- HP
- 59 (7d12+14)
- Speed
- 20 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 6 | -2 | -2 |
| CON | 15 | +2 | +2 |
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 7 | -2 | -2 |
Actions
Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6+4) Bludgeoning damage.
How to run Awakened Tree
An awakened tree is what a druid leaves behind to guard a grove. Someone cast Awaken on a beech or an oak fifty years ago, and the tree has been standing in the same spot since, watching, slow, patient, occasionally chatting with squirrels. When the party meets one as an ally, the tree is usually a giver of information rather than a fighter, because it has been rooted in this place longer than the local king has been alive.
Lean on what the tree knows. It speaks Common and one other language (pick something thematic: Sylvan, Elvish, the local human regional tongue). It has watched everyone who has passed through this stretch of forest for decades. Use it as the slow oracle: the party asks a question, the tree thinks for a beat too long, then answers in a single dry sentence. The pacing alone makes the scene memorable. Awakened trees do not have Perception as a skill and only Passive 10, so do not let it answer questions about things that happened on the next ridge over. It knows what it could see from where it stood.
If the party convinces the tree to actually fight, it walks at 20 ft. and slams for 14 average bludgeoning at +6 with 10-foot reach. That is one decent hit per turn against a creature it can reach, which is most useful against a single melee target the party wants pinned. It resists bludgeoning and piercing but is vulnerable to fire, so do not bring it near a torch line or a fire wizard. The tree will not chase a fleeing enemy, will not split from the grove it has lived in, and will return to its spot the moment the threat is gone.
Give the tree a name the party will repeat. "Old Bramwell" or "the Listener at the Three Stumps" sticks longer than "the awakened tree" ever will, and it makes the next visit feel like a friendship.
A hostile awakened tree is almost always a druid's grudge given a body. Someone with Awaken and a long memory chose this tree, told it which trespassers to attack, and walked away. The tree does not strategize, does not bluff, does not negotiate after the order is given. It just waits, and when a target enters reach, it slams.
Run it as ambush terrain. The tree's Passive Perception is 10 and its Stealth is nothing, but it is a tree. The party walks past five of them before they realize one is watching back. When initiative is rolled, the tree gets one Slam at +6 for 14 average bludgeoning with 10-foot reach. Aim it at whoever is closest, ideally the front-line fighter, since the tree cannot reach the back row anyway with its 20 ft. walk. Resistance to bludgeoning and piercing means a martial party will need three or four rounds to chop it down. Vulnerability to fire turns those rounds into one if anyone has a torch, so play the fire fear honestly: if a player produces a torch, the tree slams them first.
The tree does not flee and does not surrender. It was told to defend, and it defends until 0 HP. The interesting beat is what happens around it, not in it. While the party is hacking down one tree, what else is the druid doing? Have the awakened tree be the first wave, and have the second wave matter more.
A trick worth doing: describe the tree opening its eyes for the first time before initiative. The pause beats any monster manual flavor text.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.