Free interactive D&D 5e SRD stat block

Awakened Tree

Huge Plant, CR 2, AC 13, 59 HP. Neutral.

Huge Plant, Neutral

AC
13
Initiative
-2 (8)
HP
59 (7d12+14)
Speed
20 ft.
ScoreModSave
STR 19 +4 +4
DEX 6 -2 -2
CON 15 +2 +2
INT 10 +0 +0
WIS 10 +0 +0
CHA 7 -2 -2
Resistances
Bludgeoning, Piercing
Vulnerabilities
Fire
Senses
Passive Perception 10
Languages
Common plus one other language
CR
2 (XP 450; PB +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.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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