Armor Class 17 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 20 ft.
Saving Throws Dex +3, Wis +3, Cha +1
Skills Perception +3
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can’t speak
Challenge 8 (3,900 XP)
Aversion to Cold. If the feyward tree takes cold damage, it has disadvantage on attack rolls and its speed is halved until the end of its next turn.
Construct Nature. The feyward tree doesn't require air, food, drink, or sleep.
Enchanted Leaves. The feyward tree's Razor-Leafed Branch attacks are magical. When the tree hits with its Razor-Leafed Branch, the branch deals an extra 9 (2d8) force damage (included in the attack).
Immutable Form. The feyward tree is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the feyward tree is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt.
Magic Resistance. The feyward tree has advantage on saving throws against spells and other magical effects.
Warden's Reach. A creature within 15 feet of a feyward tree that moves away from it provokes an opportunity attack even if the creature takes the Disengage action.
Multiattack. The feyward tree makes two Razor-Leafed Branch attacks.
Razor-Leafed Branch. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 9 (2d8) force damage.
Flaying Leaves (Recharge 5-6). The feyward tree launches a barrage of razor-sharp cold iron leaves from its branches. Each creature within 20 feet of the tree must make a DC 15 Dexterity saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one.