18 (natural armor)
405 (30d12 + 210)
0 ft.
Con +14, Wis +15, Cha +12
History +5, Insight +15, Perception +15
bludgeoning and piercing damage from nonmagical weapons
fire
necrotic, poison
charmed, paralyzed, poisoned
darkvision 120 ft.
All
24
If the elder tree remains motionless, it is indistinguishable from a huge tree.
The elder tree knows when harm is being done to the forest it lives in.
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
The elder tree has advantage on saving throws against spells and other magical effects.
The elder tree can communicate with plants and beasts as if they shared a language.
The elder tree makes five root attacks.
Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
The elder tree can summon 1d4 treants, appearing in unoccupied spaces within 60 feet of him.
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.