Hagtree

Huge plant, Neutral Evil

Armor Class

17 (natural armor)

Hit Points

184 (16d12 + 80)

Speed

walk 0 ft.

Skills

Deception +11, Insight +7, Perception +11

Damage Resistances

bludgeoning, piercing

Damage Vulnerabilities

fire

Condition Immunities

charmed, exhaustion

Senses

Darkvision 120 ft.

Languages

Abyssal, Common, Druidic, Infernal, Sylvan, But can't speak. Telepathy 120 ft.

Challenge

10

Innate Spellcasting

The Hagtree's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: detect magic, detect evil and good, magic missile, see invisibility

All-around Vision

The Hagtree can not be surprised and has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance

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

Planar Coexistence

The Hagtree exists simultaneously on all of the coexistent planes, namely the Ethereal, Feyrealm, Material Plane, the Shadowrealm. It can see through and affect creatures on these planes with its spells and attacks.

Regeneration

The Hagtree regains 10 hit points at the start of its turn. If the hagtree takes fire damage, this trait doesn't function at the start of the hagtree's next turn. The Hagtree dies only if it starts its turn with 0 hit points and doesn't regenerate.

Siege Monster

The Hagtree deals double damage to objects and structures.

Soul Burst

When the Hagtree dies, it explodes with the souls of the hags and victims imprisoned inside it, their souls bursting through any creatures in the area of effect. Each creature within 30 feet of it must make a DC 15 Wisdom saving throw, taking (15d6) psychic damage on a failed save, or half as much damage on a successful one. Any creature who has sacrificed a virtue to the Hagtree while passing through it to another plane immediately recovers its sacrifice.

Actions

Multiattack

The Hagtree makes two slam attacks.

Slam

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target creature must succeed on a DC 15 Wisdom saving throw or become cursed. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Animate Trees (1/Day)

The Hagtree magically animates three trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the Hagtree. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the hagtree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.