NG Huge Plant
Senses Perception +18; low-light vision
Languages Arboreal, Common, Sylvan; speak with plants
Skills Athletics +19, Diplomacy +16, Intimidation +16, Nature +18, Stealth +11 (+21 in forests)
Str +7, Dex -1, Con +6, Int +1, Wis +4, Cha +2
AC 26; Fort +20, Ref +11, Will +16
HP 150; Weaknesses axe vulnerability, fire 10; Resistances bludgeoning 5, piercing 5
Axe Vulnerability The arboreal regent takes 5 additional damage from axes.
Speed 25 feet
Melee branch +19 (reach 15 feet), Damage 2d12+7 bludgeoning
Melee root +19 (trip), Damage 2d8+7 bludgeoning
Ranged rock +19 (brutal, range increment 120 feet), Damage 2d10+7 bludgeoning
Primal Innate Spells DC 26
Constant speak with plants
Awaken Tree (concentrate, primal) The arboreal regent causes a tree within 180 feet to uproot itself and fight as a minion using the statistics for an awakened tree.
The arboreal regent can control up to two awakened trees at a time, and it can issue commands to both trees as a single action, which has the concentrate and auditory traits.
Sunder Objects When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure.
Arboreal regents—also called treants— are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never act brashly or without much deliberation. They occasionally come together in small groups called groves to share news and pass their wisdom down to the arboreal wardens that have sprouted under their watch. In times of grave danger, all the groves in a region may gather for a great months-long meeting to plan and, eventually, act upon a threat.
The typical arboreal regent is 30 feet tall, has a trunk 2 feet in diameter, and weighs 4,500 pounds.