Woodwolves

The woodwolves are apart of a larger experiment I’m working on to present material for 5e, Shadowdark, and OSE (B/X) side by side. They’re a simple creature, wolves that have been bumped up a smidge and can move between trees to harry their prey. I used Futurewolf’s D&D to Shadowdark Conversion Guide and tried to tune each version to fit the theme of each system. Part of this experiment will be testing what differentiates a monster or adventure between these games. My hypothesis is that it takes more work to convert an AD&D adventure to 5e, for example, than just updating the monsters and adding some ability checks. A good conversion should address how the systems play differently.

Woodwolve (5e)

Carnivorous, ambulatory plants that take the form of wolves carved from blond sapwood. Woodwolves stalk the dark places of the deep forest, melting between the trees, encircling their prey, and lunging to attack.

In the deepest reaches of fey forests, where long exposure to magic has turned the plants wild and hungry, woodwolves prey on travelers who venture too far from safe trails. Woodwolves are physically comparable to ordinary wolves in their resting form, but they acquire a hardened exterior when they step through trees to ambush their prey. They hunt as a pack, and wise folk know to carry lit torches to keep woodwolves at bay.

There are few tales told of woodwolves, for they are both deadly and rare. Some folk who dwell on the edges of enchanted forests can recall the seasons when the woodwolves drew closer and preyed on their livestock, having been driven from their usual hunting grounds by some fiercer creature. They tend to interpret the appearance of woodwolves as a warning against some greater calamity growing in the deep, dark glades.

Why are the woodwolves roaming?

1 They precede an invasion by the forces of the King of the Silver Morning.

2 Lightning struck a standing stone and released the dire wyvern that had been bound within by the old druids.

3 The baron hired woodsmen from two valleys over to log the Old Forest when the locals wouldn’t.

4 A hobgoblin army is staging in the mountains and has dammed the streams that run down and pool in the deep woods.

5 A druid revivalist of the Old Ways has summoned the woodwolves and is sending them against the folk at the forest’s edge. They are being manipulated in turn by cruel fey.

6 A hag who lives in a decaying tree stump the size of a house has sent the woodwolves to find the heir she is owed by one of the hamlet dwellers.

Woodwolve

Medium Plant, unaligned

Armor Class 12 (16 with barkskin)

Hit Points 22 (4d8 + 4)

Speed 40 ft.

STR DEX CON INT WIS CHA

12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4

Damage Vulnerabilities fire

Senses passive Perception 13

Languages

Challenge 2 (450 XP) Proficiency Bonus +2

Barkskin. When the woodwolve uses its Tree Stride, it may cast barkskin without using an action or any components. It automatically loses concentration on the spell if it takes fire damage.

Pack Tactics. The woodwolve has advantage on attack rolls against a creature if at least one of the woodwolve’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Plant Camouflage. The woodwolve has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Tree Stride. Once on its turn, the woodwolve can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

WOODWOLVE (Shadowdark)

An animated plant with the likeness of a wolf. Hardened bark protects the softer sapwood of its body.

AC 12, HP 10, ATK 1 bite +2 (1d6), MV double near, S +2, D +2, C +1, I -2, W +1, Ch +0, AL N, LV 2

Pack Hunter. Deals +1 damage while an ally is close.

Tree Stride. Step into one tree and exit from another within double near range. AC becomes 16 for 5 rounds or until taking damage from fire.

Woodwolve (OSE / B/X)

Living plants influenced by fey magic, cunning pack hunters.

Armour Class 7 (12)

Hit Dice 2+2 (11hp)

Attacks 1 x bite (1d6)

THAC0 17 (+2)

Movement 180’ (60’)

Saving Throws D12 W13 P14 B15 S16 (1)

Morale 6 (8 in larger packs)

Alignment Neutral

XP 25

Number Appearing 2d6 (3d6)

Treasure Type None

Strength in numbers: Packs of 4 or more woodwolves have morale 8. If the pack is reduced to less than 50% of its original size, this morale bonus is lost.

Surprise: On a 1–3, in a forest, due

to being mistaken for brush. Encounter occurs at 30 yards or less.

Tree Stride. Can step into one tree and exit from another within 60’. AC becomes 3 (16) for 5 rounds or until taking damage from fire.

3 thoughts on “Woodwolves

  1. my neo-dyslexia read that as woldwolves for a second, which would be a cool name.

    Linking barkskin to tree stride is cool (*must* it be connected to treestride?, or is just available for free/simultaneously while doing it? are there any limitations to x/day for either/both?) Barkskin in 5e lasts an hourm and in your descriptions for OSE and Shadowdark it’s 5 rounds. Did you intend for 5e’s to remain that strong?

    Auto-failing a Con check because Fire is nice. Would (being on) fire also prevent treestriding? Having that limitation provides a cool tactic for the PCs to prevent them from running away. If they’re on fire, they can’t stride away (because they’d end up catching on fire the tree that they’re running through).

    Based on the minimum requirements on tree size (large), if the pack all emerged from a single Large tree simultaneously and ended their movement there, the limit on the number of wolves in the ambush would be 12. That’s nasty. 😉

    I just imagined the woldwolf emerging from the tree, looking like the bark peeling off a tree like birch bark does, and forming a wolf. The sound effects of it happening that way could be very creepy.

    Great idea!

    (weird paragraph break in the last Surprise description by the way)

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    1. adempz's avatar adempz

      Thanks! Those are definitely interesting directions it could be pushed. I tried to keep it streamlined since I tend to forget or overlook things in 5e stat blocks. I think any of those changes could be implemented without skewing the CR. That’s another one of thought I want to investigate more later, what can you add/remove/modify without changing CR so that your monsters have more variety or are better personalized?

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