Ambush Copse
CREATURE 13Sawed and axe-hewn timber grind together as an ambush copse moves, smashing through the forest. Cuts and burns mar the bark of this gigantic, angry mass of whirling, deadly logs.
The forest never forgets. It remembers the hatchets, the rasping saws, and the smoke of crackling wood fres. It remembers the carts taking ancient trees away to cut, shape, and burn. Fey meddling or errant elemental magic draw such memories out alongside the rage and sorrow of the forest to form an ambush copse.
An ambush copse exacts its ire on villages along the woodcutter's path or waits for intruders to step into its forest domain. While an ambush copse might be mistaken for a wounded arboreal, it can cease movement to appear as an overgrown pile of logs or a partially collapsed hovel. There, it waits for retribution.
An ambush copse that sees fire or axes has a chance of going berserk. At the start of its turn, if it is aware of an axe or a fre the size of a lit torch or larger, the ambush copse must succeed at a DC 5 flat check or go berserk. A berserk ambush copse can't use concentrate actions and wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.
Until the next time it acts, the ambush copse appears to be a harmless patch of trees or logs. It has an automatic result of 43 (45 in forests) on Deception checks and DCs to pass as trees or logs.
Regardless of whether the Strike hits or misses, the ambush copse's melee Strikes create a 5-foot-square of difficult terrain in the target's space.
When an ambush copse damages an item or structure, it deals an additional 15 damage to that item or structure.