Leech Tree
Huge • Plant • Unaligned
Armor Class 16
Hit Points 133 (14d12 + 42)
Speed 0 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 1 (-5) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) |
Saving Throws Con +5
Damage Vulnerabilties fire
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 8
Languages –
CR 4 (XP 1,100; PB +2)

Adhesive Leeching. The tree adheres to anything that touches it. A Huge or smaller creature adhered to the tree is grappled (escape DC 13). Ability checks made to escape this grapple have disadvantage. Constitution Saving Throw: DC 13, any creature grappled this way. Failure: The target gains one level of exhaustion.
False Appearance. If the tree is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the tree move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the tree is animate.
Fruits. When first encountered, the tree has 4d4 fruits hanging from its branches. It can drop a fruit (no action required) to the ground in a space within 10 feet of it. When a creature eats a fruit, it gains the effects of a goodberry spell.
Rooted. The tree can't be moved as long as it is alive.
ACTIONS
Multiattack. The tree makes three Vine attacks.
Vine. Melee Weapon Attack: +5, reach 30 ft. Hit: 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 13).
Pollen Cloud (1/Day). The tree creates a heavily obscured area in a 20-foot-emanation for 1 minute or until a strong wind (such as one created by gust of wind) disperses it. Constitution Saving Throw: DC 13, any creature that starts its turn inside the area or enters it for the first time on a turn. Failure: The target becomes poisoned until the start of its next turn.
BONUS ACTIONS
Reel. The tree pulls each creature grappled by its Vine attacks up to 20 feet straight toward it, possibly making them touch the tree.
Leech Tree
Huge • Plant • Unaligned
Armor Class 15
Hit Points 42 (5d12 + 10)
Speed 0 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 1 (-5) | 14 (+2) | 1 (-5) | 6 (-2) | 1 (-5) |
Damage Vulnerabilties fire
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., tremorsense 120 ft., passive Perception 8
Languages –
CR 1 (XP 200; PB +2)

Adhesive Leeching. The tree adheres to anything that touches it. A Huge or smaller creature adhered to the tree is grappled (escape DC 12). Ability checks made to escape this grapple have disadvantage. Constitution Saving Throw: DC 12, any creature grappled this way. Failure: The target gains one level of exhaustion.
False Appearance. If the tree is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the tree move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the tree is animate.
Fruits. When first encountered, the tree has 3d4 fruits hanging from its branches. It can drop a fruit (no action required) to the ground in a space within 10 feet of it. When a creature eats a fruit, it gains the effects of a goodberry spell.
Rooted. The tree can't be moved as long as it is alive.
Unusual Nature. The tree doesn't require sleep.
ACTIONS
Multiattack. The tree makes two Vine attacks.
Vine. Melee Weapon Attack: +4, reach 30 ft. Hit: 6 (1d8 + 2) slashing damage, and the target is grappled (escape DC 12).
Pollen Cloud (1/Day). The tree creates a heavily obscured area in a 15-foot-emanation for 1 minute or until a strong wind (such as one created by gust of wind) disperses it. Constitution Saving Throw: DC 12, any creature that starts its turn inside the area or enters it for the first time on a turn. Failure: The target becomes poisoned until the start of its next turn.
BONUS ACTIONS
Reel. The tree pulls each creature grappled by its Vine attacks up to 20 feet straight toward it, possibly making them touch the tree.
Leech Tree
Huge • Plant • Unaligned
Armor Class 17
Hit Points 210 (20d12 + 80)
Speed 0 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 1 (-5) | 18 (+4) | 1 (-5) | 6 (-2) | 1 (-5) |
Saving Throws Str +7, Con +7
Damage Vulnerabilties fire
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 60 ft., tremorsense 150 ft., passive Perception 8
Languages –
CR 7 (XP 2,900; PB +3)

Adhesive Leeching. The tree adheres to anything that touches it. A Huge or smaller creature adhered to the tree is grappled (escape DC 15). Ability checks made to escape this grapple have disadvantage. Constitution Saving Throw: DC 15, any creature grappled this way. Failure: The target gains one level of exhaustion.
False Appearance. If the tree is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the tree move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the tree is animate.
Fruits. When first encountered, the tree has 5d4 fruits hanging from its branches. It can drop a fruit (no action required) to the ground in a space within 10 feet of it. When a creature eats a fruit, it gains the effects of a goodberry spell.
Rooted. The tree can't be moved as long as it is alive.
ACTIONS
Multiattack. The tree makes three Vine attacks.
Vine. Melee Weapon Attack: +7, reach 60 ft. Hit: 17 (3d8 + 4) slashing damage, and the target is grappled (escape DC 15).
Pollen Cloud (1/Day). The tree creates a heavily obscured area in a 30-foot-emanation for 1 minute or until a strong wind (such as one created by gust of wind) disperses it. Constitution Saving Throw: DC 15, any creature that starts its turn inside the area or enters it for the first time on a turn. Failure: The target becomes poisoned until the start of its next turn.
BONUS ACTIONS
Reel. The tree pulls each creature grappled by its Vine attacks up to 20 feet straight toward it, possibly making them touch the tree.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
