Kryx RPGThemesMonsters
Wood Woad

Wood Woad

Medium plant
Challenge
5

STR
4
DEX
1
CON
3
INT
0
WIS
1
CHA
−1

75
10d8+30
20
Soak
2
Fort
+4
Ref
+3
Will
+1
Defense note natural armor, shield
Damage vulnerabilities fire
Damage resistances bludgeoning, piercing
Condition immunities charmed, frightened

Speed 5 m., climb 5 m.
Skills Athletics +7 (18), Brawn +7 (18), Insight +1 (12), Perception +4 (15), Stealth +4 (15)
Senses darkvision 10 m.
Languages Sylvan

Magic Club. In the wood woad’s hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).

Maneuvers. The wood woad uses maneuvers (maneuver save DC 15). It has 7 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: block blow, bonecrush, covering strike, hammer through, hammering blow, knockback, spring attack, sturdy stance

Plant Camouflage. The wood woad has advantage on Stealth checks it makes in any terrain with ample obscuring plant life.

Regeneration. The wood woad regains 10 health at the start of its turn if it is in contact with the ground. While the wood woad is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 health and doesn’t regenerate.

Spellcasting. The wood woad’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 6th-level spellcaster): druidcraft, thorn bola, thorn whip

1 mana: ensnare, goodberry, locate plants, protection from poison, regrowth, vine lash

Tree Stride. Once on each of its turns, the wood woad can use 2 meters of its movement to step magically into one living tree within 1 meter of it and emerge from a second living tree within 10 meters of it that it can see, appearing in an unoccupied space within 1 meter of the second tree. Both trees must be Large or bigger.

Actions (2)

Club. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 14 (4d4 + 4) bludgeoning damage.

Forestvgtm

Maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

1 minute/stamina die

As an action, you can make a melee weapon attack that deals bludgeoning damage in an attempt to crush its skeletal structure. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to force the creature on the defensive, buying your allies critical seconds. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you make an ability check or saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. Roll a d3 and add the result to the roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.