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Carved Beast

Creature 6 — elemental, plant, wood

Pre-Remaster content. May include legacy alignment.

AnvilLANDelementalplantwood

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.

Source: rage-of-elements-bestiary (Pre-Remaster)

Perception +16
Skills athletics +15, nature +15, stealth +16 (+19 when posing as a mundane wooden statue)
Str
+2
Dex
+4
Con
+3
Int
+0
Wis
+1
Cha
+2
AC 22 ((24 while Dug In)) Fort +13 Ref +9 Will +17
HP 92
Immunities bleed, paralyzed, poison, sleep
Weaknesses axe-vulnerability 5, fire 10
Speed 25 feet

Offense

Melee Statue (shove) +15, Damage 2d8+5 bludgeoning plus Knockdown
Melee Roots (finesse, trip) +17, Damage 2d8+5 bludgeoning

Abilities

Top-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 . 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

WORKS WELL WITH

SniperLANDSniper deals damage from range while Anvil holds the line with Knockdown, shove, and Dig In stability.
FlankerLANDFlanker exploits Anvil front-line anchoring with Knockdown to gain positional advantage against prone enemies.
MenderLANDMender extends Anvil durability through extended frontline engagements without self-healing.

PUNISHES

✖ clumping✖ low Reflex✖ forced movement
Anvil stacking without ranged support creates kiting vulnerability
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Rage of Elements.

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