pf2e.fyi
From Pathfinder #176: Lost Mammoth Valley, which isn't enabled.

Abyss-warped Trees

COMPLEX HAZARD 4
Stealth +2 (trained) to determine the trees can move
Description A forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area A21).

Disable DC 22 Survival (trained) to find a location the trees can't reach or DC 24 Religion to recite a prayer that temporarily casts out the fiendish energy inside a single tree in the grove, disabling it for 1 minute. A disabled or destroyed tree creates a 5‑foot‑square area in the grove that's safe from this hazard.

AC 18; Fort +14, Ref +14
Hardness 10, HP 40 (BT 20) per tree; Immunities critical hits, precision; Weaknesses fire 5

Shift Roots
Trigger A creature ends its movement in the grove

Effect The trees throughout the tainted grove shift their roots wildly, making the area difficult terrain, then the Abyss-warped trees roll initiative.
Tighten Grip
Trigger The Abyss-warped trees critically hit a creature with a branch Strike

Effect The Abyss-warped trees loop their branches around the triggering creature, Grabbing it (Escape).
Melee Branch +14, Damage 2d8+5 bludgeoning
Routine (4 actions) The Abyss‑warped trees use their first action each round to lash their roots; each creature in the tainted grove must succeed at a DC 21 Reflex save or fall Prone. The Abyss‑warped trees use their second, third, and fourth actions to make branch Strikes against up to three different creatures in the tainted grove.
Reset The Abyss-warped trees cease moving 1 minute after no living creatures are in the tainted grove. They reset immediately. A disabled tree reanimates after 1 minute. A destroyed tree regrows after 1 month.
Pathfinder #176: Lost Mammoth ValleyOGL