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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8752001" data-attributes="member: 6915329"><p>A quick one this time, and the final monster from this article: the <strong>wood <s>golem</s> guardian</strong>. This is another creature I’m surprised isn’t more common. People have made some wacky golems over the decades, but wood seems so basic that you’d think it would be good as a relatively low-level challenge.</p><p></p><p>As it’s a guardian, use the MM’s entries for Legends and Lore, Signs, and Behaviors.</p><p></p><p>I’m taking a couple of days off—a friend of mine wants me to convert some monsters for him.</p><p></p><p>[ATTACH=full]259439[/ATTACH]</p><p><span style="font-size: 15px">Artist: Still goin' with Jeff Easley here</span></p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)">Guardian, Wood</span></span></strong></p><p>The Dragon’s Bestiary, Dragon Magazine #119</p><p>Created by Loran Wlodarski</p><p></p><p>Carved out of the trunk of a tree that was felled by lightning, wood guardians are usually crafted by druids and left to roam the roam the woodlands to protect them from intruders. They are relatively weak in comparison to many other guardians, but the magic that goes into their construction makes them alive in a way that other guardians aren’t. Wood guardians are rarely set to guard treasure; they are much more likely used to guard either a forest or a specific location within the forest.</p><p></p><p>Unlike most wooden objects and many plant creatures, wood guardians are not vulnerable to fire—in fact, they manipulate it to a small degree. They can both douse nonmagical flames (which makes them invaluable guardians of any forest prone to fires) and shoot acorn-like pellets made of flame.</p><p></p><p><strong><span style="font-size: 18px">Wood Guardian Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> forest, settlement</p><p></p><p><strong><em>CR 5-10</em></strong> wood guardian; 2 wood guardians; wood guardian and druid</p><p><strong><em>Treasure:</em></strong> <em>quiver of the hunt, second-light lantern, spell scrolls of conjure minor elementals </em>and <em>water walk</em></p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Wood Guardian</span></span></strong></p><p><strong>Medium construct (plant)</strong></p><p>Challenge 5 (1,800 XP)</p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 67 (9d8+27; bloodied 33)</p><p><strong>Speed</strong> 35 ft.</p><p></p><p><strong>STR</strong> 19 (+4) <strong>DEX</strong> 9 (-1) <strong>CON</strong> 17 (+3)</p><p><strong>INT</strong> 4 (-3) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 5 (-3)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Damage Resistances</strong> cold, lightning</p><p><strong>Damage Immunities</strong> fire, poison; damage from nonmagical, non-adamantine weapons</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened paralyzed, petrified, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> understands the languages of its creators but can’t speak</p><p><strong><em>Berserk.</em></strong> When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can’t reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.</p><p>If a berserk guardian can see and hear its creator, the creator can use an action to try to calm it by making a DC 15 Persuasion check. On a success, the guardian is no longer berserk.</p><p><strong><em>Cold and Lightning Aversion.</em></strong> When the guardian takes lightning damage, it is slowed until the end of its next turn.</p><p><strong><em>False Appearance.</em></strong> While the guardian is motionless, it is indistinguishable from a dead tree.</p><p><strong><em>Fire Absorption.</em></strong> When the guardian is subjected to fire damage, it instead regains hit points equal to the fire damage dealt.</p><p><strong><em>Immutable Form.</em></strong> The guardian is immune to any spell or effect that would alter its form.</p><p><strong><em>Magic Resistance.</em></strong> The guardian has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The guardian makes two attacks.</p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>15 (2d10+4) bludgeoning damage.</p><p><strong><em>Fire Acorn. </em></strong><em>Ranged Weapon Attack:</em> +7 to hit, range 30/90 ft., one target. <em>Hit: </em>13 (3d8) fire damage.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Douse.</em></strong> The guardian touches a nonmagical flame that fits within a 5-foot cube and instantaneously extinguishes it.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">Variant: Treant Guardians</span></span></strong></p><p>Some druids make wood guardians out of the remains of dead treants—sometimes because the treant wishes to continue guarding their forest even after death, and sometimes out of a mocking perversion of the treant’s purpose in life. A treant guardian is CR 6 (2,300 XP), is Large, has AC 19, and 93 hit points (11d10+33; bloodied 46). Its Intelligence and Charisma are both 7 (-2), and it has the following trait:</p><p></p><p><strong><em>Siege Monster.</em></strong> The guardian deals double damage to objects and structures.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8752001, member: 6915329"] A quick one this time, and the final monster from this article: the [B]wood [S]golem[/S] guardian[/B]. This is another creature I’m surprised isn’t more common. People have made some wacky golems over the decades, but wood seems so basic that you’d think it would be good as a relatively low-level challenge. As it’s a guardian, use the MM’s entries for Legends and Lore, Signs, and Behaviors. I’m taking a couple of days off—a friend of mine wants me to convert some monsters for him. [ATTACH type="full" width="239px" alt="1661726634934.png"]259439[/ATTACH] [SIZE=4]Artist: Still goin' with Jeff Easley here[/SIZE] [B][SIZE=6][COLOR=rgb(65, 168, 95)]Guardian, Wood[/COLOR][/SIZE][/B] The Dragon’s Bestiary, Dragon Magazine #119 Created by Loran Wlodarski Carved out of the trunk of a tree that was felled by lightning, wood guardians are usually crafted by druids and left to roam the roam the woodlands to protect them from intruders. They are relatively weak in comparison to many other guardians, but the magic that goes into their construction makes them alive in a way that other guardians aren’t. Wood guardians are rarely set to guard treasure; they are much more likely used to guard either a forest or a specific location within the forest. Unlike most wooden objects and many plant creatures, wood guardians are not vulnerable to fire—in fact, they manipulate it to a small degree. They can both douse nonmagical flames (which makes them invaluable guardians of any forest prone to fires) and shoot acorn-like pellets made of flame. [B][SIZE=5]Wood Guardian Encounters[/SIZE] [I]Terrain:[/I][/B] forest, settlement [B][I]CR 5-10[/I][/B] wood guardian; 2 wood guardians; wood guardian and druid [B][I]Treasure:[/I][/B] [I]quiver of the hunt, second-light lantern, spell scrolls of conjure minor elementals [/I]and [I]water walk[/I] [B][COLOR=rgb(65, 168, 95)][SIZE=7]Wood Guardian[/SIZE][/COLOR] Medium construct (plant)[/B] Challenge 5 (1,800 XP) [B]AC[/B] 14 (natural armor) [B]HP[/B] 67 (9d8+27; bloodied 33) [B]Speed[/B] 35 ft. [B]STR[/B] 19 (+4) [B]DEX[/B] 9 (-1) [B]CON[/B] 17 (+3) [B]INT[/B] 4 (-3) [B]WIS[/B] 10 (+0) [B]CHA[/B] 5 (-3) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 14 [B]Damage Resistances[/B] cold, lightning [B]Damage Immunities[/B] fire, poison; damage from nonmagical, non-adamantine weapons [B]Condition Immunities[/B] charmed, fatigue, frightened paralyzed, petrified, poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] understands the languages of its creators but can’t speak [B][I]Berserk.[/I][/B] When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can’t reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points. If a berserk guardian can see and hear its creator, the creator can use an action to try to calm it by making a DC 15 Persuasion check. On a success, the guardian is no longer berserk. [B][I]Cold and Lightning Aversion.[/I][/B] When the guardian takes lightning damage, it is slowed until the end of its next turn. [B][I]False Appearance.[/I][/B] While the guardian is motionless, it is indistinguishable from a dead tree. [B][I]Fire Absorption.[/I][/B] When the guardian is subjected to fire damage, it instead regains hit points equal to the fire damage dealt. [B][I]Immutable Form.[/I][/B] The guardian is immune to any spell or effect that would alter its form. [B][I]Magic Resistance.[/I][/B] The guardian has advantage on saving throws against spells and other magical effects. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The guardian makes two attacks. [B][I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I]15 (2d10+4) bludgeoning damage. [B][I]Fire Acorn. [/I][/B][I]Ranged Weapon Attack:[/I] +7 to hit, range 30/90 ft., one target. [I]Hit: [/I]13 (3d8) fire damage. [B][U]Bonus Actions[/U] [I]Douse.[/I][/B] The guardian touches a nonmagical flame that fits within a 5-foot cube and instantaneously extinguishes it. [B][SIZE=5][COLOR=rgb(65, 168, 95)]Variant: Treant Guardians[/COLOR][/SIZE][/B] Some druids make wood guardians out of the remains of dead treants—sometimes because the treant wishes to continue guarding their forest even after death, and sometimes out of a mocking perversion of the treant’s purpose in life. A treant guardian is CR 6 (2,300 XP), is Large, has AC 19, and 93 hit points (11d10+33; bloodied 46). Its Intelligence and Charisma are both 7 (-2), and it has the following trait: [B][I]Siege Monster.[/I][/B] The guardian deals double damage to objects and structures. [/QUOTE]
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