Huge Plant, Chaotic Good
Armor Class 16 Initiative +3 (13) Hit Points 138 (12d12 + 60) Speed 30 ft.
Saving Throws Str +6, Dex −1, Con +5, Int +1, Wis +3, Cha +1
Damage Resistances Bludgeoning, Piercing
Damage Vulnerabilities Fire
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge Rating 9
The treant deals double damage to objects and structures.
The treant makes two Slam attacks.
Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.
Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage.
The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.