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monsters/md/tome_of_beasts_2/wood-ward.md
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# Wood Ward
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*Medium* *Construct* *unaligned*
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- **Armor Class:** 13 (natural armor)
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- **Hit Points:** 19 (2d10+8)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 1 (200 XP)
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- **Source:** Tome of Beasts 2, page 374
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 11 (+0) | 12 (+1) | 18 (+4) | 3 (-4) | 12 (+1) | 1 (-5) |
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- **Skills:**
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- **Damage Vulnerabilities:** fire
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- **Damage Immunities:** poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons
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- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 11
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- **Languages:** understands the languages of its creator but can’t speak
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### Special Abilities
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- **Immutable Form:** The wood ward is immune to any spell or effect that would alter its form.
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- **Magic Resistance:** The wood ward has advantage on saving throws against spells and other magical effects.
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### Actions
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- **Multiattack:** The wood ward makes two slam attacks.
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- **Slam:** Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d4 + 1) bludgeoning damage.
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- **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.
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