# 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](https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition) 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.


