Sources
CR
Type
Size
Alignment
Movement

Turlang

Huge Plant, Chaotic Good

Armor Class 16 (natural armor)
Hit Points 200 (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 Turlang remains motionless, it is indistinguishable from a normal tree.

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

Spellcasting

Spellcasting. Turlang casts one of the following spells, requiring no material spell components and using Wisdom as the spellcasting ability (spell save DC 15):

At will: druidcraft, guidance, resistance, speak with plants

1/day each: commune with nature (cast as 1 action), conjure woodland beings, hallucinatory terrain (cast as 1 action)

2/day each: animal messenger, detect magic, entangle, goodberry, gust of wind, pass without trace, speak with animals

Actions

Multiattack. The treant 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 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 Turlang. The tree remains animate for 1 day or until it dies; until Turlang dies or is more than 120 feet from the tree; or until Turlang takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.