b'Feyward Tree \n'b'  Huge   construct ,  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  94 (9d12 + 36)  Speed  20 ft.\n'b' STATS STR: 26 (+8) DEX:  10 (+0)  CON:  18 (+4)  INT:  2 (-4)  WIS:  11 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +7,  Wis  +3,  Cha  +1  Skills   Perception  +3  Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive Perception 13  Languages  \xe2\x80\x93  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'\n'b'  Magic Resistance . A feyward tree has advantage on saving throws against spells and other magical effects. \n'b'  Contractibility and Conductivity . Certain spells and effects function differently against feyward trees:\n'b'\n'b'\n'b' A magical attack that deals cold damage slows a feyward tree (as the  slow  spell) for 3 rounds. \n'b' A magical attack that deals lightning damage breaks any  slow  effect on the feyward tree and heals 1 hit point for each 3 damage the  attack  would otherwise deal. If the amount of  healing  would cause the tree to exceed its full normal  hp , it gains any excess as  temporary hp . The tree gets no saving throw against lightning effects. \n'b'\n'b'  Immutable Form . The feyward tree is immune to any spell or effect that would alter its form. \n'b'  Magic Weapons . The feyward tree\xe2\x80\x99s weapon attacks are magical. \n'b'  Warden\xe2\x80\x99s Reach . Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the  Disengage  action before leaving its reach. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The tree makes two razor-leafed branch attacks, and may use a  bonus action  to make a razor-leafed branch  attack  against any creature standing next to it. \n'b'  Razor-Leafed Branch .  Melee Weapon Attack : +11 to hit, reach 15 ft., one target.  Hit : 21 (3d8 + 8) slashing damage. \n'b'  Flaying Leaves (Recharge 5-6) . The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-foot-radius burst. All creatures caught within this area must make a successful DC 16  Dexterity  saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one. \n'b'\n'b' About \n'b' Dark, bark-like rust encrusts the trunk of this cold-forged metal tree, and its dull metallic leaves rustle with the sound of sharp metal. \n'b' About \n'b'  Cold Iron Trees . These ferrous constructs are cold-forged in a process taking several years, as bits of rust and other oxidation are cultivated one layer at a time into bark and branches. In this way, the artificers create massive, twisted trunks resembling real, gnarled trees. Green-tinged leaves of beaten cold iron are welded in place by the master craftsmen, and trained warmages bring the construct to life through intense magical rituals rumored to take a full turn of seasons. \n'b'  Fey Destroyers . The tree unswervingly obeys the commands of its creators, guarding key points of entry across fey rivers and streams, abandoned sacred groves deep in the forest, suspected faerie rings, or possible elf encampments. Many are released deep in the deep elvish woods with orders to attack any fey on sight. These feyward trees are rarely, if ever, heard from again and whether they leave a bloody trail of flayed elves in their wake after rampages lasting for decades or some fey counter-measure neutralizes them is unknown. \n'b'  Growing Numbers . Each year, the feywardens order their construction and release, trusting in the destructive nature of the constructs. A half-dozen might guard a single ring of toppled elven standing stones. The feywardens leave nothing to chance.'