b'Treant, Vampiric \n'b'  Family:   Treant  \n'b'  Huge   plant ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  212 (17d12 + 102)  Speed  30 ft.\n'b' STATS STR: 23 (+6) DEX:  12 (+1)  CON:  22 (+6)  INT:  12 (+1)  WIS:  16 (+3)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +7,  Wisdom  +9,  Charisma  +8  Skills   Perception  +9,  Stealth  +7  Damage Resistances  bludgeoning, cold, lightning, necrotic, piercing; slashing from nonmagical attacks  Damage Immunities  poison  Damage Vulnerabilities  fire  Condition Immunities   poisoned   Senses  darkvision 120 ft., passive  Perception  19  Languages  Common, Druidic, Elvish, Sylvan  Challenge  17 (18,000 XP) \n'b' Special Traits \n'b'   False Appearance . While the vampiric  treant  remains motionless, it is indistinguishable from a normal tree. \n'b'  Legendary Resistance  (3/day). If the vampiric  treant  fails a saving throw, it can choose to succeed instead. \n'b'  Regeneration . The vampiric  treant  regains 20  hit points  at the start of its turn if it has at least 1 hit point and didn\xe2\x80\x99t take fire damage since its last turn. \n'b'  Siege Monster . The vampiric  treant  deals double damage to objects and structures. \n'b'  Actions \n'b'   Multiattack . The vampiric  treant  makes two attacks, only one of which may be a Charm  attack . \n'b'  Slam .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 16 (3d6 + 6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampiric  treant  regains  hit points  equal to that amount. The reduction lasts until the target completes a  long rest . \n'b'  Rock .  Ranged Weapon Attack : +12 to hit, range 60/180 ft., one target.  Hit : 28 (4d10 + 6) bludgeoning damage. \n'b'  Charm . The vampiric  treant  targets one humanoid it can see within 30 feet of it. If the target can see the vampiric  treant , the target must succeed on a DC 17  Wisdom  saving throw against this magic or be  charmed  by the vampiric  treant . The  charmed  target regards the vampiric  treant  as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the vampiric  treant\xe2\x80\x99s  control, it takes the vampiric  treant\xe2\x80\x99s  requests or  actions  in the most favorable way it can. Each time the vampiric  treant  or the vampiric  treant\xe2\x80\x99s  companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampiric  treant  is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b'  Animate Trees  (1/day). The vampiric  treant  magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a  treant , except they have  Intelligence  and  Charisma  scores of 1, they can\xe2\x80\x99t speak, and they have only the Slam action option. An animated tree acts as an ally of the vampiric  treant . The tree remains animate for 1 day or until it dies; until the vampiric  treant  dies or is more than 120 feet from the tree; or until the vampiric  treant  takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \n'b'  Children of the Vine  (1/day). The vampiric  treant  magically calls 4d6 awakened shrubs. The called creatures arrive in 1d4 rounds, acting as allies of the vampiric  treant  and obeying its spoken commands. The creatures remain for 1 hour, until the vampiric  treant  dies, or until the vampiric  treant  dismisses them as a bonus action. \n'b'  Legendary Actions \n'b' The vampiric  treant  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\xe2\x80\x99s turn. The vampiric  treant  regains spent legendary  actions  at the start of its turn. \n'b'   Move . The vampiric  treant  moves up to its speed without provoking opportunity attacks. \n'b'  Slam . The vampiric  treant  makes one Slam  attack . \n'b'  Rock . The vampiric  treant  makes one Rock  attack . \n'b'  Entangle . The vampiric casts an  entangle  spell (spell save DC 17) without the need for material components or concentration.'