Arboreal Copse
Level 9Abilities
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 reflex save). If the creature critically fails their saving throw and the trigger was a manipulate action, the troop disrupts that action.
HP 150 (4 segments); Thresholds 100 (3 segments), 50 (2 segments)
The arboreal wardens of the copse raise their shields in tandem, gaining a +2 circumstance bonus to AC and Reflex saves.
The arboreal copse Strides. All enemies whose square the copse begins in or passes through during their movement take 5d6 bludgeoning damage (DC 25 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.
1 to 3
The arboreal copse uses their blunt stone longswords to pummel its foes. Each enemy in a 10-foot emanation must attempt a DC 25 reflex save. The damage depends on the number of actions.
1 (1d8+1)[bludgeoning|options:area-damage] damage
2 (2d8+9)[bludgeoning|options:area-damage] damage
3 (3d8+10)[bludgeoning|options:area-damage] damage
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.