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Arboreal Copse

Though arboreal wardens typically remain within the boundaries of the forests they protect, they occasionally gather into copses to seek information about potential threats to report back to arboreal regents. Arboreals are typically slow to act, but copses must sometimes make quick judgment calls when faced with imminent dangers.

Recall Knowledge - Plant (Nature): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Arboreal CopseCreature 9

Uncommon Gargantuan Plant Troop Wood 
Source Battlecry! pg. 173
Perception +18; low-light vision
Languages Arboreal, Common, Fey
Skills Athletics +20, Stealth +16 (+20 in forests)
Str +5, Dex +1, Con +5, Int +2, Wis +5, Cha +1
AC 27 (29 with shield raised); Fort +20, Ref +16, Will +18
HP 150 (4 segments); Thresholds 100 (3 segments), 50 (2 segments); Resistances bludgeoning 8, piercing 8; Weaknesses area damage 10, axes 8, fire 12, splash damage 10
Reactive Attack [reaction] Trigger An enemy within 5 feet of the arboreal copse uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The arboreals swing their stone swords. The triggering enemy takes 2d8+9 bludgeoning damage (DC 25 basic Reflex save). If the creature critically fails their saving throw and the trigger was a manipulate action, the troop disrupts that action.Troop Defenses
Speed 25 feet; troop movement
Raise Shields [one-action] The arboreal wardens of the copse raise their shields in tandem, gaining a +2 circumstance bonus to AC and Reflex saves.Shoving Shield Wall [two-actions] The arboreal copse Strides. All enemies whose square the copse begins in or passes through during their movement take 5d6 bludgeoning damage (DC 25 basic Fortitude). On a failed saving throw, the arboreal copse carries the creature along on their shields, moving them in the same distance and direction for the rest of their Stride.Sword Bash [one-action] to [three-actions] The arboreal copse uses their blunt stone longswords to pummel its foes. Each enemy in a 10- foot emanation must attempt a DC 25 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d8+1 bludgeoning damage
[two-actions] 2d8+9 bludgeoning damage
[three-actions] 3d8+10 bludgeoning damage