Carved BeastCreature 6
Source Pathfinder Rage of Elements
Perception +16
Languages none
Skills Athletics +15, Nature +15, Stealth +16
Str +2, Dex +4, Con +3, Int +0, Wis +1, Cha +2
AC 22 24 while Dug In; Fort +13; Reflex +9; Will +17;
HP 92
Speed 25 feet
Immunities bleed, paralyzed, poison, sleep
Weaknesses Axe Vulnerability 5, Fire 10
Statue
+15 (+10, +5) to hit (shove) 2d8+5 BludgeoningRoots
+17 (+12, +7) to hit (finesse, trip) 2d8+5 BludgeoningTop-Heavy
While the carved beast is not Dug In, its unwieldy design leaves it vulnerable to falling over. The DC of any attempt to knock the carved beast Prone is reduced by 5, and the beast takes a –5 status penalty to any check or save it attempts to resist being knocked prone. Additionally, whenever the beast fails to Trip opponents with its roots Strike, it critically fails instead. If successfully Shoved by an opponent, the beast must succeed at a DC 20 reflex save or fall prone.
Dig In
The carved beast digs its roots into the ground for better protection and purchase. While Dug In, the carved beast can't Stride nor use its roots Strike; however, this also negates the effects of top-heavy, grants the beast a +2 status bonus to its AC and Fortitude saves, and increases the damage of its statue Strike by 1d8. The carved beast can spend an action on its turn to end the effect; alternatively, the effect ends when the carved beast is moved by force, such as via a successful Shove attack.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
An untold number of stumps carved into roughly hewn animal shapes roam the Plane of Wood. The statue portion of these carved beasts is incapable of articulated movement, though the living wood at their base is fully animate. When left to their own devices, carved beasts prefer to roughly mimic the behaviors of the animals they resemble, like children playing with inarticulate toys.
Traits
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.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
PlantVegetable 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.
WoodEffects 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.