17 (natural armor)
171 (18d10 + 72)
walk 30 ft.
con +8, int +4, wis +9
insight +9, nature +8, perception +9
Bludgeoning, Piercing
Fire
blindsight 30 ft.
Common, Druidic, Sylvan
11
+4
The treefolk casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): • At will: detect poison and disease, druidcraft • 1/Day: commune with nature (as an action) • 2/Day each: enlarge/reduce, speak with plants
The treefolk has advantage on Dexterity (Stealth) checks it makes in forest terrain.
Once on each of its turns, the treefolk can use 10 feet of its movement to step magically into one living tree within 5 feet of itself and emerge from a second living tree within 60 feet of itself that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least as large as the treefolk.
The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a creature, it has the grappled condition (escape DC 18). While grappled, the creature also has the restrained condition. The treefolk can grapple up to six creatures this way.
Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 33 (6d10) poison damage.
The treefolk blesses one creature other than itself that it can see within 60 feet of itself with the might and wisdom of the forest. While blessed in this way, a creature can use the treefolk's Tree Stride trait and gains 5 (2d4) temporary hit points at the start of each of its turns. This blessing lasts for 1 minute, until the treefolk has the incapacitated condition, or until the treefolk uses this bonus action again.