Woodwose

Woodwose

This green skinned green haired figure has the appearance of a gnarled old man with skin like tree bark. Its hair and beard looks like Spanish moss with brambles and leaves knotted through it.

Woodwose CR 10

XP 9,600
NE Medium fey
Init +7; Senses low-light vision, plant sense 60 ft.; Perception +28

AC 24, touch 14, flat-footed 20 (+3 Dex, +1 dodge, +10 natural)
hp 127 (17d6+68)
Fort +9, Ref +13, Will +13
Defensive Abilities plant passivism; DR 10/cold iron;
Immune wood

Speed 30 ft.
Melee club +11 (1d6+3) or 2 slams +11 (1d6+3)
Special Attacks spines
Spell-Like Abilities (CL 17th)

At will—entangle (DC 15), pass without trace, shillelagh, speak with plants, wood shape
3/day—blight (DC 19), transport via plants, wall of thorns
1/day—ironwood, tree shape

Spells Prepared (CL 9th):

5th—insect plague
4th—giant vermin, rusting grasp (DC 17)
3rd—contagion (DC 16), dominate animal (DC 16), snare
2nd—barkskin, chill metal (DC 15), fire trap (DC 15), flaming sphere (DC 15), heat metal (DC 15)
1st—detect animals or plants, endure elements, faerie fire, magic stone, summon nature’s ally I
0th—detect magic, flare (DC 13), guidance, know direction, read magic, resistance

Woodwoses primarily fight using spells and spell-like abilities. In melee combat they lash out with powerful slam attacks or use thick wooden clubs and cause great spines to sprout from their body after the manner of a porcupine.

Str 17, Dex 16, Con 18, Int 13, Wis 16, Cha 18
Base Atk +8; CMB +11; CMD 25
Feats Alertness, Blind-Fight, Combat Casting, Dodge, Empower Spell, Improved Initiative, Quicken Spell, Stealthy
Skills Bluff +22, Craft (alchemy) +21, Craft (any) +21, Diplomacy +17, Knowledge (nature) +21, Perception +27, Sense Motive +27, Stealth +17 (+21 in forests); Racial Modifiers +4 Stealth in forests
Languages Common, Sylvan

Immunity to Wood (Ex)

A woodwose is unaffected by wooden weapons (such as clubs or quarterstaffs) and spells or effects that generate or use wood-type effects (such as a wall of thorns for example). Weapons with damaging parts that are primarily metal (or some other material) such as arrows, spears, and so on, damage a woodwose normally.

Plant Passivism (Ex)

No plant creatures willingly attack a woodwose. They can be forced to do so through magical means however. If attacked by a woodwose or one of its allies, the effect is broken and the plant creature can attack the woodwose normally.

Plantsense (Ex)

A woodwose can automatically sense the location of anything within 60 feet that is in contact with vegetation.

Spells

A woodwose casts spells as a 9th-level druid.

Spines (Ex)

As a free action, a woodwose can cause sharpened wooden spines to protrude from its body. Any creature in contact with the woodwose or grappling with it takes 1d6 points of piercing damage each round it remains in contact with the woodwose. In addition, any creature attacking a woodwose with natural weapons or unarmed attacks takes the same 1d6 points of damage.

Environment temperate forests
Organization solitary
Treasure standard (club, other treasure)

The woodwose or green men are wicked male counterparts of the dryad. Guardians and protectors of forests and woodlands, woodwose have a cruel streak, feeling it better to bury an intruder amongst the trees than ever let them leave their forested sanctuaries again. Due to their malign nature, woodwoses do not associate with dryads, most sprites, or other benign woodland creatures. They do however sometimes form bonds and alliances with other evil fey creatures (such as redcaps and quicklings).

Woodwoses have great magical powers like those of a druid, whom they seek to thwart and destroy when given the opportunity.

A woodwose stands 5 feet tall and weighs about 150 pounds. Its skin is dark brown and rough and course to the touch. Its hair is dark greenish-brown. A woodwose’s eyes are deep chestnut brown.

Woodwose from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.