Sources
CR
Type
Size
Alignment
Movement

Treant Totem Elemental

Huge Plant, Chaotic Good

Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23
+6
DEX
8
-1
CON
21
+5
INT
12
+1
WIS
16
+3
CHA
12
+1
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)

Traits

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

Siege Monster. The treant totem deals double damage to objects and structures.

Actions

Multiattack. The treant totem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit:28 (4d10 + 6) bludgeoning damage.

Animate Trees (1/Day). The treant totem magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant totem, 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 totem. The tree remains animate for 1 day or until it dies; until the treant totem dies or is more than 120 feet from the tree; or until the treant totem takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Lore

Elementals are an even more primal embodiment of natural forces. They are living beings of raw natural energy, but magic can shape and bind them into physical forms composed of wind, water, fire, or the verdant growth of the forest. The River Heralds construct jade totems that hold elementals in stasis until activated by trespassers. When a totem opens, the elemental's physical form comes together, and the intruders are quickly dispatched.