Elder Tree

Huge fey, neutral

Armor Class

18 (natural armor)

Hit Points

405 (30d12 + 210)

Speed

0 ft.

Saves

Con +14, Wis +15, Cha +12

Skills

History +5, Insight +15, Perception +15

Damage Resistances

bludgeoning and piercing damage from nonmagical weapons

Damage Vulnerabilities

fire

Damage Immunities

necrotic, poison

Condition Immunities

charmed, paralyzed, poisoned

Senses

darkvision 120 ft.

Languages

All

Challenge

24

False Appearance

If the elder tree remains motionless, it is indistinguishable from a huge tree.

Forest Sense

The elder tree knows when harm is being done to the forest it lives in.

Innate Spellcasting

The elder tree's innate spellcasting ability is Wisdom (spell save DC 24, +19 to hit with spell attacks). The elder tree can innately cast the following druid spells, requiring no components. • At will: druidcraft, guidance, resistance, thorn whip • 3/Day: animal friendship, charm person, confusion, daylight, detect thoughts, dispel magic, entangle, goodberry, grasping vine (5th level), hallucinatory terrain, plant growth, spike growth • 1/Day: commune with nature, earthquake, foresight, mass cure wounds, move earth, regenerate

Magic Resistance

The elder tree has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants

The elder tree can communicate with plants and beasts as if they shared a language.

Actions

Multiattack

The elder tree makes five root attacks.

Roots

Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Summon Treants (1/Day)

The elder tree can summon 1d4 treants, appearing in unoccupied spaces within 60 feet of him.

Entangling Plants (Recharge 5-6)

Grasping roots and vines sprout in a 60-foot radius centered on the elder tree, withering away after 10 minutes. For the duration, that area is difficult terrain for nonplant creatures. In addition, any creature the elder tree chooses in the area must succeed on a DC 24 Strength save or become restrained. A creature can use its action to make a DC 24 Strength check, freeing itself or another entangled creature within reach on a success.