Wyrwood

Small construct, neutral

Armor Class 14 (studded leather)
Hit Points 16 (3d6 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 15 (+2) 10 (+0) 9 (-1)

Saving Throws Dex +4, Int +4
Skills Acrobatics +4, Perception +2, Stealth +4
Damage Resistance poison
Condition Immunities disease, sleep
Senses darkvision, passive Perception 12
Languages Common, Thieves’ Cant
Challenge 1/2 (100 XP)

SPECIAL TRAITS

  • Constructed Resilience. You possess remarkable durability and have the following benefits:
    • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
    • You don’t need to eat, drink, or breathe.
    • You are immune to disease.
    • You don’t need to sleep, and magic can’t put you to sleep.
  • Steady Logic. When you roll a 1 on an Intelligence ability check, you can reroll the die, and you must take the second result.

ACTIONS

  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:5 (1d6 +2) piercing damage.
  • Shortbow. Melee Weapon Attack: +4 to hit, range 80/320 5 ft., one creature. Hit:5 (1d6 +2) piercing damage.

TACTICS

  • Initial Round-Given a choice, a wyrwood attacks from afar and behind cover. They are always watching and waiting for the opportunity to surprise opponents or even avoid them.
  • Defensive Round-If the situation seems to be going against a wyrwood, their first reaction is to plan an escape route. If that is unlikely or impossible, they will often surrender, promising service to their once enemies but disregarding and promises once their escape becomes possible.
  • Victorious Round-Once a challenge is defeated, it’s on to the next. They feel no exuberance for a successful fight and have no need to gloat or boast.

ABOUT

Strange and elusive constructs, wyrwoods tend to hover on the outskirts of civilization. They are always wary of the attention they provoke from arcane spellcasters interested in learning the secrets of their genesis and reproduction. While cautious and secretive, wyrwoods are intensely curious about the world: its dangers, its wonders, and its people. They have a deep-rooted desire to learn and test their skills in the wider world.

Wyrwood are incredibly agile and capable of feats that would put even an acrobat to shame. Constructed from the strange blue-tinged wood of the wyr trees, their woody flesh is covered in strange, swirling symbols, with joints reinforced by steel, mithral, brass, or other precious metals. Their eyes are glimmering gemstones, often carved to mimic the eyes of a cat. They seldom speak, but when they do, their voices have a pleasant musical quality, as if created by a woodwind instrument.

Wyrwood often work to keep their existence secret from curious and meddling wizards, but they also desire to advance their learning and experience. This desire to roam the world leads many wyrwood to the adventuring life. At all times, a wyrwood keeps their guard up for trouble. Every new chamber is evaluated, few escape routes go unnoticed, and many possess magic, allowing them a quick escape. A surprising number of wyrwoods pursue espionage as a profession. If questioned too intensely, wyrwood display an innate social skill of deflection, redirecting the conversation with their own brand of humor, which tends to be resplendent with puns, limericks, and wordplay.

Wyrwood survival is focused on gaining skill and knowledge for the first half-century following their awakening. It’s a difficult undertaking, balancing the need to gain new experiences while being canny enough to survive those experiences. Only following this period are they able to undertake the creation rites for a new wyrwood. These magical rites are kept strictly secret, but all wyrwood participating must transfer some fraction of their previous experiences to the newly created wyrwood.

d4 Wyrwood Treasures
1 Long ivory tusk with minor healing properties-heal d6 hp per short rest.
2 A high-quality spyglass with crystal lenses.
3 A curio box containing a snail shell, 7 silver nails (7 sp), and periapt of health.
4 2 chipped green dragon claws-each function as a dagger +1.
Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

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