Woodwraith Guardian | Free Monster for D&D and PF2e

Woodwraith Guardian | Free Monster for D&D and PF2e

Designed by Kaylene Doss
PF2e Conversion by David N. Ross 

The woodwraith emerges from the trunk of a tree, its body a patchwork of rough, splintered bark forming a gaunt, skeletal structure. The bark, rough and cracked, forms distinct, rib-like contours, with patches of moss and small, vine-like tendrils clinging to its crevices. Its knotted limbs are gnarled with age. The woodwraith’s arms end in long, jagged claws, each resembling a sharp, blackened thorn. Its eyes shine like brilliant orbs of amber, glowing with an inner fire that cuts through the shade of the forest. The unblinking and unyielding eyes seem to pierce the very soul with grief. Silent and enigmatic, it moves with an eerie grace, as if it were part of the natural world yet entirely separate from it.

Treehouse-bound. A powerful fey spirit of the forest can curse a creature, transforming it into a woodwraith and binding it to the mansion within a great tree. A fey spirit often does so as punishment when the creature harms or threatens its forest. As long as the curse remains, the woodwraith is bound to the tree and cannot travel more than 160 feet from it. If someone other than a woodwraith destroys the tree, it will lift the curse, and the woodwraith will return to its original form and be free to leave its prison.

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Woodwraith Guardian - D&D 5e

The guardians are the most duty-bound of all woodwraiths. They serve a master, protect a home, or have some other sworn duty to uphold. To a guardian, breaking their oath and failing to do their duty means a fate worse than death: eternal shame.

Unrelenting Devotion. Woodwraith guardians are the paladins of the woodwraiths. They’re no more inclined to good or evil as their kin, but their relentless and fervent dedication to the oaths they take grants them access to the same types of magic as traditional paladins.

Woodwraith Guardian

Medium fey, neutral

Armor Class 18 (plate)

Hit Points 51 (6d8 + 24)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0)

12 (+1)

18 (+4)

12 (+1)

17 (+3)

14 (+2)

 Skills Perception +5, Stealth +5

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Elvish, Sylvan

Challenge 2 (450 XP)      Proficiency Bonus +2

Wood Morph (3/day). The woodwraith guardian can use 10 feet of its movement to magically step into a wooden object or surface and emerge from a second wooden object or surface within 30 feet of the first object, appearing in an unoccupied space within 5 feet of the second object. Both objects or surfaces must be Medium or larger.

Spellcasting. The woodwraith guardian’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells:

At will: detect magic, guidance, shocking grasp

3/day: dispel magic, healing word, moonbeam

1/day: hypnotic pattern, mass healing word

Actions

Claws. Melee: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage plus 9 (2d8) radiant damage.

Woodwraith Guardian - Pathfinder 2e

The guardians are the most duty-bound of all woodwraiths. They serve a master, protect a home, or have some other sworn duty to uphold. To a guardian, breaking their oath and failing to do their duty means a fate worse than death: eternal shame.

Unrelenting Devotion. Woodwraith guardians are the paladins of the woodwraiths. They’re no more inclined to good or evil as their kin, but their relentless and fervent dedication to the oaths they take grants them access to the same types of magic as traditional paladins.

Woodwraith Guardian       Creature 4

Medium, Fey, Plant, Wood

Perception +11; low-light vision

Languages Elven, Fey

Skills Athletics +10, Stealth +12

Str +2, Dex +2, Con +5, Int +1, Wis +3, Cha +4

Items half plate

AC 22; Fort +13, Ref +8, Will +11

HP 60; Immunities poison

Aura of Loyalty (aura, divine) 15 feet. Whenever the woodwraith guardian would become stupefied, reduce the condition value by 1 (minimum 0). Whenever the guardian’s turn ends, each ally in the aura reduces its stupefied value by 1.

Iron Command [reaction] Trigger An enemy in the woodwraith guardian’s aura of loyalty damages the guardian. Effect The guardian commands the triggering creature to kneel in obedience. Until the end of the guardian’s next turn, their attacks deal 1 extra spirit damage to the enemy. The enemy must now choose:

·         Kneel The enemy drops prone as a free action.

·         Refuse The guardian deals 1d6 persistent mental damage to the enemy.

Speed 25 feet

Melee [one-action] claw +12 (agile, magical), Damage 2d4+5 slashing plus 1d4 spirit

Divine Focus Spells DC 20, 3 Focus Points; 2nd athletic rush, dazzling flash, lay on hands (Player Core 2)

Mercy of Loyalty The woodwraith guardian can spend 2 actions instead of 1 when casting lay on hands on a living target to attempt to counteract (counteract modifier +10) one condition of the guardian’s choice from the following: blinded, dazzled, fleeing, paralyzed.

Wood Morph [one-action] (primal, teleportation, wood) Frequency three times per day; Effect The woodwraith guardian magically vanishes into an adjacent wooden object or surface and emerges from another wooden object or surface into a space within 30 feet of the space it left. Both objects or surfaces must be the same size as the woodwraith or larger.

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