The Christmas Treant

A Christmas Treant is ready for your holiday DnD 5E campaign!

The Christmas Treant

A tree (re)animated by the spirit of the holidays, or perhaps a normal treant who is feeling very festive... and vengeful. Compatible with Dungeons and Dragons 5th Edition, and made with a little bit of the Tales of the Valiant Monster Vault and some holiday spirit!

'Tis the Season

In areas with critical jolliness, people find their decor replaced with those who wish for shelter... and vengeance for the trees felled in the name of the season.

Not quite pack creatures

These creatures are often 'solitary', unaccompanied by other members of their species. However, their undercarriages are often spotted with mimics, covered in fancy paper and bound with ribbons. They often coordinate their actions with small fae hidden on shelves.

The Stat Block

The Christmas Treant

Huge Plant


  • Armor Class 16 (natural armor)
  • Hit Points 185
  • Speed 30ft.
STR DEX CON INT WIS CHA
22 (+6) 18 (-1) 28 (+9) 12 (+1) 24 (+7) 12 (+1)

  • Vulnerabilities fire
  • Resistances bludgeoning, piercing | Plant Resilience
  • Senses tremorsense 30 ft.
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 9 (2038 XP)

Plant Resilience. The treant is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.

False Appearance. While the armor reamin motionless, it is indistinguishable from a Christmas tree.

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

Speak with Plants. The treant can communicate with Plants and nonmagical plants as if they shared a language.

Actions

Multiattack. The treant makes three Slam attacks, or it makes two Throw Snowball attacks. If two Slam attacks hit one creature, the target must succeed on a DC 17 STR save or be knocked prone.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d6+6) bludgeoning damage.

Throw Ornament. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.

Throw "Presents" (1/Day). The treant summons 2 "presents" throws each at an unoccupied space within 60 feet. The "presents" use the statistics of a mimic. The presents act as allies of the treant, obeying its spoken commands. The presents remain for 1 hour, until the treant dies, or until the treant dismisses them as a bonus action.

Faerie Lights (2/Day). The treant casts Faerie Fire at second circle.

Bonus Actions

Tinsel Whip. The treant whips out with reflective metal paper at up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 15 STR save or be restrained by tinsel until the end of its next turn.