Excerpts 09/05/2004


Monster Manual III
More monsters -- what else is there to say?



Plenty! Fresh foes and advanced versions of classic critters lurk within Monster Manual III, waiting to add complexity to your campaign and a new edge to encounters. This fully illustrated collection of creatures offers many new enemies and a few potential allies, each heading its own page for ease of reference and from-the-book use. DMs will especially appreciate the tactics sections and world-specific advice on incorporating these monsters into particular campaign settings such as the Forgotten Realms and Eberron. Wherever your story unfolds, however, now you can populate it with a whole new menagerie of menaces.

Wood Woad

Medium Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 17 (+1 Dex, +4 natural, +2 heavy wooden shield), touch 11, flat-footed 16
Base Attack/Grapple: +6/+9
Attack: Club +9 melee (1d6+3) or club +7 ranged (1d6+3)
Full Attack: Club +9/+4 melee (1d6+3) or club +7 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:Warp wood
Special Qualities: Low-light vision, plant traits, treewalk, vulnerability to fire
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 17, Dex 12, Con 16, Int 7, Wis 12, Cha 8
Skills: Balance +5, Climb +9, Hide +7*, Listen +3, Move Silently +4, Spot +4, Survival +4
Feats: Alertness, Lightning Reflexes[B], Stealthy, Track
Environment: Temperate forests
Organization: Solitary or colony (3-6)
Challenge Rating: 4
Treasure: Standard goods; standard items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

This strange humanoid-shaped creature bears a large wooden shield and club held at the ready. Small black eyes glower at you from within deep pits in its face. Its body is covered in bark and burls of muscle, and a circle of branch stubs crowns its head.

Wood woads are brutish and territorial plant creatures akin to treants. Their bodies resemble those of powerfully built but twisted men, composed entirely of bark-covered wood. Their hands end in gnarled, branchlike fingers, and their feet are masses of black roots.

A wood woad has the power to enter trees as a dryad can, but it can also use this ability to teleport from tree to tree. This similarity to the dryad's ability has led some to think that wood woads are the male version of the race, but they are in fact plants, and they reproduce through seeds much like a treant does.

Wood woads cannot carry most treasure items with them when they move from tree to tree; after defeating a foe, they often carry useful items some distance away to hide them in a hollow tree or under a stump. Although dimwitted, wood woads have an excellent memory for where such caches lie, and they return to them to retrieve better weapons or useful items when they spot intruders.

Such caches are often guarded by a thick wooden door that a wood woad opens and closes with its warp wood ability. This power allows a wood woad to twist dead wood and wooden objects, and a forest occupied by a wood woad is often marked by frequent instances of its past uses of the ability. A wood woad is about 6 feet tall and weighs 300 pounds.

Wood woads speak a rudimentary form of Sylvan.

Combat

Wood woads attack any creature not native to their forests. They charge foes from some distance away, using their treewalk ability to cross the distance swiftly. After they warp their foes' wooden weapons and strike a few blows, wood woads flee and watch to see if their enemies go away.

Warp Wood (Sp): A wood woad can use a warp wood effect, as the spell, at will. Attended objects can avoid the effect with a DC 13 Will save (but if a saving throw succeeds, the wood woad can simply produce the effect again in the following round). Caster level 8th. The save DC is Wisdom-based.

Treewalk (Su): At will, a wood woad can enter a living tree as a free action and exit from it or another living tree within 60 feet, continuing as though the distance between the trees had not been crossed. A wood woad moving in this manner can charge or run through trees so long as it moves in a straight line.

The entrance and exit trees must have girths at least equal to the wood woad's, and the wood woad cannot take non-vegetable items or other creatures with it when it treewalks. A wood woad can exit a tree in any direction and from any part of the tree that has enough girth.

A wood woad can remain inside a living tree for as long as it wishes. A wood woad inside a tree senses the world around it normally and automatically knows which trees within 60 feet are living and can accept its girth. If the tree in which a wood woad hides is chopped down, burned up, or otherwise killed, the wood woad inside dies.

This ability is a teleportation effect.

Skills: Wood woads have a +4 racial bonus on Balance checks and Hide checks. A wood woad has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *In wooded areas, a wood woad gains an additional +4 bonus on Hide checks.

Wood Woads with Class Levels

A wood woad's favored class is ranger, but most wood woad leaders are druids. Most wood woad rangers choose elves as their favored enemy due to their many encounters with elves in the woods.

Wood Woads in Eberron

Wood woads haunt the ancient forests of the Eldeen Reaches. They frequently loiter around treants and make their lairs near old ruins.

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