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.
Foul Rejuvenation. If this creature is destroyed, it regains all of its hit points in 24 hours and reappears in an unoccupied space somewhere in the village. The rejuvenated creature is frenzied; it gains advantage on all of its melee attack rolls, and all attack rolls made against it are made with advantage. Only destroying the Santa’s Village demiplane stops the creatures in the village from rejuvenating.
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.
String Lights. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 10 (1d8+6) bludgeoning damage plus 3 (1d6) radiant damage, and the target must succeed on a DC 18 Strength saving throw or be pulled up to 25 feet toward the treant.
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 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.