Wood Man (5e Creature)

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Wood Man[edit]

Gargantuan plant, chaotic good


Armor Class 16 (natural armor)
Hit Points 248 (16d20 + 80)
Speed 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 13 (+1) 20 (+5) 10 (+0) 16 (+3) 12 (+1)

Saving Throws Str +14, Con +11, Wis +9
Skills Nature +6, Perception +9
Proficiency Bonus +6
Damage Resistances damage from spells; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities fire, lightning
Condition Immunities charmed, frightened, petrified
Senses passive Perception 19
Languages understands Common, Druidic and Sylvan but can't speak
Challenge 18 (20,000 XP)


Legendary Resistance (3/Day). If the wood man fails a saving throw, it can choose to succeed instead.

Magic Resistance. The wood man has advantage on saving throws against spells and other magical effects.

Regeneration. The wood man regains 20 hit points at the start of its turn. If the wood man takes acid or cold damage, this trait doesn't function at the start of the wood man's next turn. The wood man dies only if it starts its turn with 0 hit points and doesn't regenerate.

Siege Monster. The wood man deals double damage to objects and structures.

ACTIONS

Multiattack. The wood man makes two slam attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage.

Crush. Melee Weapon Attack: +14 to hit, reach 5 ft., one Large or smaller creature. Hit: The target is grappled (escape DC 18). Until this grapple ends, the target is restrained and takes 21 (3d8 + 8) bludgeoning damage at the start of each of the wood man's turns. The wood man can only grapple one creature.

Branch. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. The target is grappled (escape DC 18). Until this grapple ends, the target is restrained and takes 21 (3d8 + 8) bludgeoning damage at the start of each of the wood man's turns. The wood man can only grapple one creature.

Fling. One large or smaller object held or creature grappled by the wood man is thrown up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

BONUS ACTIONS

Branching Out. The wood man makes one branch attack.

REACTIONS

Rooted Defense. The wood man adds 4 to its AC against one melee attack that would hit it. To do so, the wood man must see the attacker.

LEGENDARY ACTIONS

The wood man can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wood man regains spent legendary actions at the start of its turn.

Slam. The wood man makes one slam attack.
Crush (Costs 2 Actions). The wood man makes one crush attack.
Shake Off (Costs 3 Actions). The wood man ends one condition affecting it.

Of all the nature spirits of Rashemen, the most powerful is the great being known as the wood man. Towering 50 feet in height, the wood man resembles a vast, oversized humanoid made of living wood, with great root-bound feet and gnarled, clublike hands, all sprouting branches, leaves, and needles of a dozen different tree species. The Rashemaar fear this mighty creature, as its thirst for vengeance is said to occasionally extend to Rashemaar who have not been unswerving in their dedication to the land and its people. Cautionary tales warn commoners and nobles alike to maintain their respect and love for both the land and the Witches of Rashemen, lest the wood man be sent to correct their behavior.

Nature's Avenger. The wood man appears to defend Rashemen against foreign invaders. Terrifying in combat, the wood man serves as a potent morale-builder for Rashemaar forces. Though its combat ability is formidable, the wood man is not invincible. The Tuigan Horde of Yamun Khahan is said to have destroyed one during the invasion of 1359-60 DR, and a unit of Thayan bombards damaged a wood man sufficiently to force it into retreat in one of the Red Wizards’ many campaigns against Rashemen. The bombards were later overrun and destroyed by berserkers. Though these weapons are highly effective against the Rashemaar in general, and the wood man in particular, their extreme value and the difficulty of dragging them to Rashemen have prevented the Red Wizards from using bombards since then.

Guardian of Rashemen. A wood man (usually there is only one, though legend holds that several can be summoned if the need is great enough) appears in times of great need or crisis—the very glimpse of one is enough to convince most Rashemaar that a great threat is coming. Exactly how they are called is not known. Some claim they may be summoned by the Witches, though a few who are aware of the existence of the vremyonni believe that these powerful, old male sorcerers are responsible for calling up the wood man; still others believe they are servants of the gods.
The Red Wizards and their troops are wary of wood men, and the mere sight of one is enough to give a Thayan Knight the creeps. Fortunately for the Thayans, the wood man (or men) is very rare, putting in an appearance only when the entire land is in deadly peril. So far, the Rashemaar have become so skillful in dealing with Thayan invasions that the wood man seems almost unnecessary.

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