Burnt Treant (5e Creature)
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Huge undead, chaotic evil
Saving Throws Dex +5, Con +9
Fire Absorption. Whenever the treant is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Siege Monster. The treant deals double damage to objects and structures.
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Fireball (Recharge 5-6). The treant throws a ball of fire at a point it can see within 120 feet of it. Each creature within 20 feet of that point must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Animate Fire (1/Day). The treant magically animates one or two fires it can see within 60 feet of it. These animated fires have the same statistics as a fire elemental, except they have Intelligence and Charisma scores of 1, they can't speak, and they only have the Touch action option. An animated fire acts as an ally of the treant. The fire remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the fire; or until the treant takes a bonus action to turn it back into an inanimate fire. The fire then turns to ash and flows with the wind.
When a treant is destroyed by fire and reanimated by evil rituals, the result is a burnt treant. It is no longer harmed by fire, even having the ability to control it and shape it into servants.
Undead Nature. A burnt treant doesn't require air, food, drink, or sleep.