Bloodmire Treant

The Griffon's Saddlebag: Book Two p. 344 (Third Party)

Size
Huge
Type
plant
Alignment
neutral evil
AC
15 (natural armor)
Hit Points
92 (8d12+40)
Speed
walk 30 ft.
Resistances
bludgeoning, piercing, necrotic
Vulnerabilities
fire
Passive Perception
13
Languages
Common, Elvish, Sylvan, Druidic
Challenge
5
Lineage
Treant
STR
19
+4
DEX
8
−1
CON
21
+5
INT
12
+1
WIS
16
+3
CHA
12
+1

Traits

Proficiency Bonus

+2

Bloodmire Adaptation

The treant is immune to the diseases described in the Bloodmire Diseases table.

False Appearance

While the treant remains motionless, it is indistinguishable from a normal Bloodmire Tree.

Siege Monster

The treant deals double damage to objects and structures.

Actions

Multiattack

The treant makes two slam attacks.

Slam

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

Mud Ball

Ranged weapon attack: +7 to hit, range 60/180 ft., one target. Hit: 20 (3d10+4) bludgeoning damage, and the target's speed is halves until the start of the treant's next turn.

Animate Blood (2/Day)

The treant magically animates a pool of blood it can see within 60 feet of it. The blood congeals into a viscous form and has the statistics of a gelatinous cube, except its Ooze Cube, Pseudopod, and Engult trait and action options deal necrotic damage instead of acid damage, and its Transparent trait doesn't function unless it's in blood or bloodwater. The animated blood acts as an ally of the treant. The blood remains animate for 8 hours until it does; until the treant dies or is more than 120 feet from the blood; or until the treant takes a bonus action to turn it back into an inanimate pool of blood.

recharge

2/DAY

Other data

description

The Syre Wood was home to numerous great trees and treants, but the swiftness of the Legion's assault left the forest's defense in the hands of Syre and his sprites. As such, the blood of Malfuriel has rapidly tainted the various treants of the swamp just as it altered the other wildlife. Those unlucky enough to draw a bloodmire treant's ire will face all of nature's wrath as well as the foul blood magic of Malfuriel, as these cursed treants possess the ability to animate pools of bloodwater into ooze-like forms as an additional means of defense.