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Treant

Treant Huge plant, chaotic good 9 5,000 xp

  • Armor class 16 (Natural armor)
  • Hit points 138 (12d12+60)
  • Speed 30ft.
  • STR 23 (+6)
  • DEX 8 (-1)
  • CON 21 (+5)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 12 (+1)

Damage Resistances: Bludgeoning, piercing

Senses: Passive Perception 13

Languages: Common, Druidic, Elvish, Sylvan

Challenge: 9 (5,000 xp)

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

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

Vulnerable to fire damage.

Actions

Multiattack. The treant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, 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 120 feet 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.

Dryad

Dryad Medium Fey, Neutral 1 200 xp

  • Armor class 11, 16 (natural, barkskin)
  • Hit points 22 (5d8)
  • Speed 30
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 18 (+4)

Skills: Perception +4, Stealth +5

Senses: Darkvision 60ft., Passive Perception 14

Languages: Elvish, Sylvan

Challenge: 1 (200 xp)

Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft

3/day each: entangle, goodberry

1/day each: barkskin, pass without trace, shillelagh

Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.,https://www.dndbeyond.com/avatars/thumbnails/30782/916/1000/1000/638061981460060607.png

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.

Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.

The dryad can have no more than one humanoid and up to three beasts charmed at a time.

Rust Monster

Rust Monster Medium Monstrosity , Unaligned 1/2 100 xp

  • Armor class 14 (Natural armor)
  • Hit points 27 (5d8+5)
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 6 (-2)

Senses: Darkvision 60ft., Passive Perception 11

Languages: --

Challenge: 1/2 (100 xp)

Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.https://www.dndbeyond.com/avatars/thumbnails/30835/1/1000/1000/638063902184679029.png

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.

If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

Smoke Mephit

Smoke Mephit Small Elemental, Neutral Evil 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d6+5)
  • Speed 30ft., fly 30ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Perception +2, Stealth +4

Damage Immunities: Fire, poison

Condition Immunities: Poisoned

Senses: Darkvision 60ft., Passive perception 12

Languages: Auran, Ignan

Challenge: 1/4 (50 xp)

Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.

Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.https://www.dndbeyond.com/avatars/thumbnails/16/609/1000/1000/636376386915665988.jpeg

Actions

Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.

Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.

Magma Mephit

Magma Mephit Small Elemental, Neutral Evil 1/2 100 xp

  • Armor class 11
  • Hit points 22 (5d6+5)
  • Speed 30ft., fly 30ft.
  • STR 8 (-1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Stealth +3

Damage Immunities: Fire, Poison

Condition Immunities: Poisoned

Senses: Darkvision 60ft., Passive perception 10

Languages: Terran, Ignan

Challenge: 1/2 (100 xp)

Vulnerable to Cold Damage
Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.,https://www.dndbeyond.com/avatars/thumbnails/31079/74/1000/1000/638074037477949301.png

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.