Treantling

by RBSkald

Search GM Binder Visit User Profile

Dungeon Delver's Depot

Treantling

Normally, a tree with the potential to awaken as a sentient treant requires decades or centuries of immersion in nature’s magic before maturing. However, special circumstances or environmental distress within a sylvan woodland may cause treants to awaken without being fully grown.

Known as treantlings, these diminutively-sized but strong tree creatures share the same millennia-long lifespan and fierce devotion to woodlands as their larger brethren. However, they are far more likely to spend most of their time venturing out into the world rather than planting their roots in one place.

Treantling Traits

As a treantling, you have the following traits.

Creature Type. You are a Plant.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Plant Camouflage. You have advantage on Dexterity (Stealth) checks to hide in any terrain with ample obscuring plant life.

Treelike Nature. You are a sentient plant, represented by the following attributes:

  • You don’t need to eat or sleep.
  • You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  • You are vulunerable to fire damage.
  • If you go without exposure to sunlight for at least one day, you have disadvantage on attack rolls and ability checks until you expose yourself to sunlight again.

Wooden Endurance. You can focus yourself to occasionally shrug off injury. When you are not wearing armor and you take any type of damage other than fire, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Animate Plant. Starting at 3rd level, you can use your action to magically animate a Medium or smaller plant you can see within 30 feet of you. This plant has the same statistics as an awakened shrub, except it has Intelligence and Charisma scores of 1, and it can't speak.

An animated plant acts as your ally. It remains animate for 1 day or until it dies, you die or are more than 120 feet from the plant, or until you take a bonus action to turn it back into an inanimate plant. The plant then takes root if possible.

Once you use this trait, you can't use it again until you finish a long rest.

__

Image Credits
Dungeon Delver's Depot — by R.B. Skald
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.