# Wood Ward *Medium* *Construct* *unaligned* - **Armor Class:** 13 (natural armor) - **Hit Points:** 19 (2d10+8) - **Speed:** walk 30 ft. - **Challenge Rating:** 1 (200 XP) - **Source:** Tome of Beasts 2, page 374 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 11 (+0) | 12 (+1) | 18 (+4) | 3 (-4) | 12 (+1) | 1 (-5) | - **Skills:** - **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.