🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ambush CopseCreature 13


HugeElementalPlantWood
Source Pathfinder Monster Core 2
Perception +20 (tremorsense (imprecise) 30 feet)
Languages Common, Fey, Muan Cant Speak Any Language
Skills Athletics +27, Intimidation +20, Stealth +23
Str +8, Dex +4, Con +6, Int +0, Wis +4, Cha +0

AC 33; Fort +25; Reflex +22; Will +22;
HP 300
Speed 30 feet
Weaknesses Fire 15, Axe Vulnerability 10
Resistances Bludgeoning 10, Piercing 10

Log One Action +27 (+22, +17) to hit (backswing, forceful, reach 20, sweep) 3d12+14 Bludgeoning
Caber One Action +25 (+20, +15) to hit (thrown 40) 3d12+6 Bludgeoning

Berserk

An ambush copse that sees fire or axes has a chance of going berserk. At the start of its turn, if it is aware of an axe or a fre the size of a lit torch or larger, the ambush copse must succeed at a DC 5 flat or go berserk. A berserk ambush copse can't use concentrate actions and wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.

Blinding Branches Reaction

Trigger A creature within 20 feet of the ambush copse leaves a square during a move action it's using

Requirements The triggering creature is in forest terrain


Effect The ambush copse's elemental energy animates nearby tree branches to swat at the creature's face. The triggering creature must succeed at a DC 30 reflex save or become Blinded for 1 round.

Felling Ambush Reaction

Trigger A creature moves within 10 feet of the ambush copse

Requirements The ambush copse is disguised as trees or logs


Effect The ambush copse makes a log Strike against the triggering creature. If the attack hits, the creature must attempt a DC 30 reflex save or be knocked Prone.

Feign Copse One Action (concentrate)

Until the next time it acts, the ambush copse appears to be a harmless patch of trees or logs. It has an automatic result of 43 (45 in forests) on Deception checks and DCs to pass as trees or logs.

Pounding Smash

Regardless of whether the Strike hits or misses, the ambush copse's melee Strikes create a 5-foot-square of difficult terrain in the target's space.

Pulverizing Barrage Three Actions

The ambush copse makes three log Strikes, each at a –2 penalty, all targeting the same creature. The ambush copse's multiple attack penalty doesn't increase until after it has made all three attacks. The ambush copse gains the Clumsy 2 condition until the beginning of its next turn.

Sunder Objects

When an ambush copse damages an item or structure, it deals an additional 15 untyped damage to that item or structure.


Sawed and axe-hewn timber grind together as an ambush copse moves, smashing through the forest. Cuts and burns mar the bark of this gigantic, angry mass of whirling, deadly logs.

The forest never forgets. It remembers the hatchets, the rasping saws, and the smoke of crackling wood fres. It remembers the carts taking ancient trees away to cut, shape, and burn. Fey meddling or errant elemental magic draw such memories out alongside the rage and sorrow of the forest to form an ambush copse.

An ambush copse exacts its ire on villages along the woodcutter's path or waits for intruders to step into its forest domain. While an ambush copse might be mistaken for a wounded arboreal, it can cease movement to appear as an overgrown pile of logs or a partially collapsed hovel. There, it waits for retribution.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

Wood

Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.