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System Reference Document 5.2.1
Treant
Treant
Huge Plant, Chaotic Good
AC 16  Initiative +3 (13)
HP 138 (12d12 + 60)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 23 +6 +6 Dex 8 −1 −1 Con 21 +5 +5
Int 12 +1 +1 WIS 16 +3 +3 Cha 12 +1 +1
Vulnerabilities Fire
Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
CR 9 (XP 5,000; PB +4)
Traits
Siege Monster. The treant deals double damage to ob-
jects and structures.
Actions
Multiattack. The treant makes two Slam attacks.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 
+ 6) Bludgeoning damage.
Hail of Bark. Ranged Attack Roll: +10, range 180 ft. 
Hit: 28 (4d10 + 6) Piercing damage.
Animate Trees (1/Day). The treant magically animates 
up to two trees it can see within 60 feet of itself. Each 
tree uses the Treant stat block, except it has Intelligence 
and Charisma scores of 1, it can’t speak, and it lacks 
this action. The tree takes its turn immediately after the 
treant on the same Initiative count, and it obeys the tre-
ant. A tree remains animate for 1 day or until it dies, the 
treant dies, or it is more than 120 feet from the treant. 
The tree then takes root if possible.
Troll
Troll
Large Giant, Chaotic Evil
AC 15  Initiative +1 (11)
HP 94 (9d10 + 45)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 13 +1 +1 Con 20 +5 +5
Int 7 −2 −2 WIS 9 −1 −1 Cha 7 −2 −2
Skills Perception +5
Senses Darkvision 60 ft.; Passive Perception 15
Languages Giant
CR 5 (XP 1,800; PB +3)
Traits
Loathsome Limbs (4/Day). If the troll ends any turn 
Bloodied and took 15+ Slashing damage during that 
turn, one of the troll’s limbs is severed, falls into the 
troll’s space, and becomes a Troll Limb. The limb acts 
immediately after the troll’s turn. The troll has 1 Exhaus-
tion level for each missing limb, and it grows replace-
ment limbs the next time it regains Hit Points.
Regeneration. The troll regains 15 Hit Points at the start 
of each of its turns. If the troll takes Acid or Fire dam-
age, this trait doesn’t function on the troll’s next turn. 
The troll dies only if it starts its turn with 0 Hit Points 
and doesn’t regenerate.
Actions
Multiattack. The troll makes three Rend attacks.
Rend. Melee Attack Roll: +7 , reach 10 ft. Hit: 11 (2d6 
+ 4) Slashing damage.
Bonus Actions
Charge. The troll moves up to half its Speed straight 
toward an enemy it can see.
Troll Limb
Small Giant, Chaotic Evil
AC 13  Initiative +1 (11)
HP 14 (4d6)
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 12 +1 +1 Con 10 +0 +0
Int 1 −5 −5 WIS 9 −1 −1 Cha 1 −5 −5
Senses Darkvision 60 ft.; Passive Perception 9
Languages None
CR 1/2 (XP 100; PB +2)
Traits
Regeneration. The limb regains 5 Hit Points at the start 
of each of its turns. If the limb takes Acid or Fire dam-
age, this trait doesn’t function on the limb’s next turn. 
The limb dies only if it starts its turn with 0 Hit Points 
and doesn’t regenerate.
Troll Spawn. The limb uncannily has the same senses 
as a whole troll. If the limb isn’t destroyed within 24 
hours, roll 1d12. On a 12, the limb turns into a Troll. 
Otherwise, the limb withers away.
Actions
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 
4) Slashing damage.