b'The Elder Tree \n'b'  Huge   fey ,  neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  405 (30d12 + 210)  Speed  0 ft.\n'b' STATS STR: 22 (+6) DEX:  7 (-2)  CON:  25 (+7)  INT:  20 (+5)  WIS:  26 (+8)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +14,  Wisdom  +15,  Charisma  +12  Skills   History  +5,  Insight  +15,  Perception  +15  Damage Vulnerabilities  fire  Damage Resistances  bludgeoning and piercing damage from nonmagical weapons  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  paralyzed ,  poisoned   Senses   darkvision  120 ft., passive  Perception  25  Languages  All  Challenge  24 (62,000 XP) \n'b' Special Traits \n'b'   False Appearance . If the elder tree remains motionless, it is indistinguishable from a huge tree. \n'b'  Forest Sense . The elder tree knows when harm is being done to the forest it lives in. \n'b'  Innate Spellcasting . The elder tree\xe2\x80\x99s 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.\n'b'\n'b'   At will : druidcraft,  guidance ,  resistance , thorn whip \n'b'  3/day : animal friendship,  charm person ,  confusion ,  daylight ,  detect thoughts ,  dispel magic ,  entangle , goodberry, grasping vine (5th level),  hallucinatory terrain ,  plant growth ,  spike growth  \n'b'  1/day :  commune with nature ,  earthquake ,  foresight ,  mass cure wounds ,  move earth ,  regenerate  \n'b'\n'b'  Magic Resistance . The elder tree has advantage on saving throws against spells and magical effects. \n'b'  Speak with Beasts and Plants . The elder tree can communicate with beasts and plants as if they shared a common language. \n'b'  Actions \n'b'   Multiattack . The elder tree makes five root attacks. \n'b'  Roots .  Melee Weapon Attack : +18 to hit, reach 20 ft., one target.  Hit : 28 (4d10 + 6) bludgeoning damage. \n'b'  Summon Treants (1/day) . The elder tree can summon 1d4 treants, appearing in unoccupied spaces within 60 feet of him. \n'b'  Entangling Plants (Recharge 5-6) . 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. \n'b'  About \n'b' This powerful being is positioned in between the dark and light sides of the fey world. He is connected to everything and everyone. \n'b'  Deep Roots . Ultimately, the Elder Tree will protect nature above any other concerns. He can sense dangers and will intervene whenever nature is threatened. \n'b'  At the Center . The elder tree sees the big picture and doesn\xe2\x80\x99t usually take sides with either the Seelie or Unseelie courts.'