Plants

Most plants are not a threat and thus do not have stat blocks; things like toxic molds, poison thistles, etc are hazards, not creatures. But in a fantasy world, there are certainly animate plants. They are detailed here.

Most plants are single-minded, although treants and other more intelligent ones certainly break that mold.

Awakened Shrub

Small plant, guardian

Armor Class 11 (natural armor)
Hit Points 10 (3d6)
Speed 20 ft.

STR DEX CON INT WIS CHA
−4 −1 +0 +0 +0 −2

Damage Resistances piercing
Damage Vulnerabilities fire
Senses passive Perception 10
Languages one language known by its creator
Challenge 1/8:1/8

False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.

actions

Rake. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 1d4 - 1 slashing damage.

Awakened Tree

Huge plant, guardian

Armor Class 13 (natural armor)
Hit Points 59 (7d12 + 14)
Speed 20 ft.

STR DEX CON INT WIS CHA
+4 −2 +2 +0 +0 −2

Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
Senses passive Perception 10
Languages one language known by its creator
Challenge 2:2

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

actions

Slam. Melee Attack: +4 to hit, reach 10 ft., one target. Hit: 3d6 + 4 bludgeoning damage.

Fungus, Violet

Medium plant, single-minded, fearless

Armor Class 5
Hit Points 22 (5d8)
Speed 5 ft.

STR DEX CON INT WIS CHA
−4 −5 +0 −5 −4 −5

Condition Immunities blinded, deafened, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
Languages —
Challenge 1/2:1/4

False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

actions

Multiattack. The fungus makes 2 Rotting Touch attacks.
Rotting Touch. Melee Attack: +2 to hit, reach 10 ft., one target. Hit: 1d8 necrotic damage.

Shambling Mound

Large plant, single-minded, fearless

Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
+4 −1 +3 −3 +0 −3

Skills Stealth +2
Damage Immunities lightning
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages —
Challenge 5:8

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

actions

Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8 + 4 bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 13 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Treant

Huge plant, honorable, guardian

Armor Class 16 (natural armor)
Hit Points 150 (13d12 + 66)
Speed 30 ft.

STR DEX CON INT WIS CHA
+6 −1 +5 +1 +3 +1

Damage Vulnerabilities fire
Senses passive Perception 13
Languages Common, Metsae, Sylvan
Challenge 8:8

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.

actions

Multiattack. The treant makes three slam attacks.
Slam. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 3d6 + 6 bludgeoning damage.
Rock. Ranged Attack: +10 to hit, range 60/180 ft., one target. Hit: 4d10 + 6 bludgeoning damage.
Animate Trees. The 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’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

variants

Spellwarper. These treants have been warped by wild magic and that still echoes in their branches. Instead of Animate Trees, they have Spell Echo: When a creature casts a spell of aether cost 12 or lower within 30 feet of them, they can replicate the spell as a reaction, using the spell’s original modifiers (including DC and spell attack modifier as appropriate) but choosing new targets. This increases their Offensive rating by 2 if there are primary offensive casters in the group and by 1 if there are characters who use healing spells regularly.