Wood Ward

Medium Construct, unaligned

Armor Class 13 (natural armor)

Hit Points 19 (2d10+8)

Speed walk +30

Challenge 1

STR
11
+0
DEX
12
+1
CON
18
+4
INT
3
-4
WIS
12
+1
CHA
1
-5

Damage Vulnerabilities fire

Damage Immunities poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages understands the languages of its creator but can’t speak

Special Abilities

Immutable Form. The wood ward is immune to any spell or effect that would alter its form.

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

Actions

Multiattack. The wood ward makes two slam attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Horror Gaze (1/Day). The wood ward's eye sockets release an eerie glow in a 30-foot cone. Each creature in the area must succeed on a DC 10 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wood ward's Horror Gaze for the next 24 hours.

Source: Tome of Beasts 2 · OGL/Open