Free interactive D&D 5e SRD stat block

Treant

Huge Plant, CR 9, AC 16, 138 HP. Chaotic Good.

Huge Plant, Chaotic Good

AC
16
Initiative
+3 (13)
HP
138 (12d12+60)
Speed
30 ft.
ScoreModSave
STR 23 +6 +6
DEX 8 -1 -1
CON 21 +5 +5
INT 12 +1 +1
WIS 16 +3 +3
CHA 12 +1 +1
Resistances
Bludgeoning, Piercing
Vulnerabilities
Fire
Senses
Passive Perception 13
Languages
Common, Druidic, Elvish, Sylvan
CR
9 (XP 5,000; PB +4)

Traits

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

Actions

Multiattack. The treant makes two Slam attacks.

Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6+6) Bludgeoning damage.

Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10+6) Piercing damage.

Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.

How to run Treant

A treant on the party's side is a forest deciding to walk with them, briefly, on a matter the forest cares about. Treants do not adventure. They listen for a long time, agree slowly, and then commit completely to one specific errand. The right setup is a logging operation threatening their grove, a fire cult marching through old growth, an undead infestation rotting roots, or a druid PC who has spent in-game weeks earning trust.

In the field, the treant is artillery and a wall in the same body. Hail of Bark throws 4d10+6 piercing at +10 to hit out to 180 feet, which means the treant outranges almost anything the party fights and contributes serious damage from the back of the marching order. Multiattack on the ground is two Slams at +10 for 16 bludgeoning each, with reach 5 ft. and Huge size, so it covers a lane the party cannot easily flank around.

Animate Trees (1/Day) is the table moment. The treant animates up to two trees within 60 feet, each running its full stat block (138 HP, AC 16) for the duration. That is the difference between a hard fight and a rout, so use it the round things are about to go badly: the cleric drops, a hill giant Multiattacks the rogue, an enemy spellcaster drops a wall. Three treants on the field do not lose to most CR 9 encounters. Save it; do not open with it.

The treant's exit is the moment that defines the alliance. Once the threat to the wood is gone, the treant goes back to standing exactly where it started and stops talking. Druidic, Sylvan, Common, Elvish: the treant speaks all four, but slowly, and only when it has something worth saying. The party should feel like they helped a forest, not hired a siege engine.

Have the treant ask the party for a single small thing in return: bury this acorn in the ash field, carry this seed three days east. The favor outlasts the fight.

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

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