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Living Grove

Creature 5 — elemental, plant, wood

Pre-Remaster content. May include legacy alignment.

AnvilSnareLANDelementalplant

A living grove is a singular connected entity, with dozens of genetically identical trunks united within the same root system. At rest, a living grove resembles nothing so much as a small arboretum of birch and aspen trees, though oak and redwood varieties that are significantly larger and tougher exist as well. At first glance, wood elementals might not seem to have the same destructive potential as their cousins from the Planes of Fire, Water, or Air, but don't be fooled. The woods can be a d

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

Perception +15; tremorsense (imprecise) 30 feet
Languages arboreal, muan; understands but can't speak
Skills nature +13, stealth +13 (+16 in forests or grasslands), survival +12
Str
+4
Dex
+0
Con
+5
Int
+0
Wis
+1
Cha
+1
AC 21 (21 without defensive camouflage) Fort +12 Ref +7 Will +15
HP 90
Immunities bleed, paralyzed, sleep, poison
Weaknesses axe-vulnerability 5, fire 7
Speed 20 feet

Offense

Melee Branch +15, Damage 2d8+4 bludgeoning
Ranged Nuts +11, range increment 20 feet, Damage 2d6+4 bludgeoning

Abilities

Tremorsense 30 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Defensive Camouflage — The living grove can Hide in natural environments even if it doesn't have cover. While Hiding, its root system is safely covered in dirt, granting the grove a +3 status bonus to AC. A critical hit cracks this protective layer of earth to disperse in the wind, ending the effect.
Engulf — DC 22 Reflex, 5d8 bludgeoning damage, Escape, Rupture 10

A creature Engulfed by the living grove must also attempt a DC 22 Fortitude save as it's battered between the thin, tightly packed trunks.

Critical Success The creature is unaffected.

Success The creature is Stunned 1.

Failure The creature is Stunned 2.

Critical Failure The creature is Stunned 4.

The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole

A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.

If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.

WORKS WELL WITH

WeaverLANDWeavers reposition enemies into the grove's Engulf range with forced movement effects.
SniperLANDSnipers target Engulfed creatures that cannot easily avoid incoming ranged fire.
ShadeLANDShades exploit the same camouflage terrain for coordinated ambushes with the grove.

PUNISHES

✖ low Reflex✖ melee reliance✖ standing still
Engulf isolates targets from allied melee support
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.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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