The Arborian

Gargantuan monstrosity (titan), chaotic evil

Armor Class

18 (natural armor)

Hit Points

248 (16d20 + 80)

Speed

40 ft.

Saves

Con +12, Wis +9, Cha +14

Skills

Deception +14, Perception +9, Persuasion +14

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, paralyzed, poisoned

Senses

darkvision 120 ft.

Languages

Terran, Sylvan

Challenge

20

Legendary Resistance (3/Day)

If the Arborian fails a saving throw, it can choose to succeed instead.

Magic Weapons

The Arborian's weapon attacks are magical.

Siege Monster

The Arborian does double damage to objects and structures.

Actions

Multiattack

The Arborian makes three melee attacks: one with its bite and two with its hooves.

Bite

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage.

Hooves

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.

Euphoria Breath (Recharge 5-6)

The Arborian exhales a cloud of euphoria gas in a 90-foot cone. Any creatures in that area must succeed on a DC 18 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d10 at the start of each turn to determine its behavior during the turn: d10 Effect 1-3 The target takes no action or bonus action and uses all of its movement to move in a random direction 4-6 The target doesn't move and can't take any actions 7-10 The target falls under the affects of a sleep spell

Frightful Presence

Each creature of the Arborian's choice that is within 120 feet of the Arborian and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Arborian's Frightful Presence for the next 24 hours.

Legendary actions

Legendary Actions (3/Turn)

The Arborian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Arborian regains spent legendary actions at the start of its turn.

Detect

The Arborian makes a Wisdom (Perception) check.

Entangle (Costs 2 Actions)

Casts the entangle spell (DC 16).

Stomp (Costs 2 Actions)

Melee Weapon Attack: +14 to hit, reach 10 ft., one prone target. Hit: 23 (3d10 + 7) bludgeoning damage.