“Woodwose – Wild Guardians of the Deep Forest”
Woodwose — The Untamed Guardian of the Deep Woods, a Primal Force Cloaked in Hair and Mystery

The Woodwose is a wild, humanoid entity of ancient forests, embodying the untamed spirit of nature. Covered in thick, shaggy hair and armed with brute strength, this elusive creature roams the remotest woodlands, straddling the line between menace and guardian, feared by travelers and revered by druids.
Appearance
Standing between seven and eight feet tall, the Woodwose is a hulking, humanoid figure blanketed in coarse, dark hair from head to toe. Its muscular frame, long limbs, and clawed hands evoke both raw power and agility. The face is partially human, with deep-set eyes glinting with cunning or caution, a wide flat nose, and a jaw often streaked with moss or dirt. Jagged teeth and a thick, matted mane give it a feral, primeval aspect.
Behaviour
They are solitary and secretive, often avoiding contact with civilized beings but reacting fiercely if their territory is threatened. They exhibit cautious intelligence, observing intruders from a distance before deciding whether to intimidate, ambush, or flee. Despite their savage appearance, they may display surprising curiosity or even aid those who show respect for the forest.
Habitat
Deep, ancient forests and untamed wildernesses serve as the Woodwose’s domain. Preferring dense undergrowth, secluded groves, and areas near rivers or cliffs, it defends its territory fiercely, marking boundaries with broken branches, uprooted stones, or primitive symbols carved into bark.
Modus Operandi
The Woodwose relies on ambush and brute strength. It uses its long arms and natural weapons—claws, teeth, and a wooden club—to overpower threats. It is a patient stalker, blending seamlessly into foliage, and often uses the environment to its advantage, hurling stones or using traps fashioned from forest debris. Social interaction is rare, limited to territorial displays or cryptic communication with other forest beings.
Motivation
Driven by instinct, the Woodwose seeks to protect its forest home and maintain the balance of the wild. It is compelled by survival, territorial defense, and an innate desire to preserve the ancient rhythms of nature. Occasionally, its curiosity leads it to observe or test outsiders, but malice is usually a byproduct of provocation rather than intent.
Woodwose 5e 2024
Woodwose, Pathfinder
Woodwose

Shaggy, towering wildfolk who embody the wrath and watchfulness of ancient forests.
Large fey (woodland)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Armor Class 15 (natural hide)
Hit Points 112 (15d10 + 30)
Speed 40 ft., climb 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 15 (+2) | 10 (+0) | 16 (+3) | 12 (+1) |
Saving Throws Str +8, Wis +6
Skills Athletics +8, Perception +6, Stealth +5, Survival +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., tremorsense 15 ft., passive Perception 16
Languages Sylvan; understands Druidic
Proficiency Bonus +3
Traits
Woodland Guardian.
It has advantage on Dexterity (Stealth) checks made in forests, and natural difficult terrain does not slow its movement.
Rootbound Vitality.
If the Woodwose starts its turn touching natural soil or plants, it regains 5 hit points.
Innate Spellcasting (Nature).
The Woodwose’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit). It can cast the following spells without material components:
- At will: druidcraft, entangle
- 3/day each: spike growth, barkskin, hold person
- 1/day each: conjure animals (wolves or boars only), plant growth
Actions
Multiattack.
The Woodwose makes two attacks: one Heavy Club attack and one Feral Grip attack.
Heavy Club.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Feral Grip.
Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
Hit: 10 (1d10 + 5) bludgeoning damage, and the target is grappled (escape DC 16).
While grappling a creature, the Woodwose cannot use Feral Grip on another target.
Stone-Hurl.
Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target.
Hit: 17 (3d8 + 5) bludgeoning damage.
Howl of the Green Wild (Recharge 5–6).
The Woodwose releases a deep, booming howl. Each creature of its choice within 30 feet must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn. Creatures standing in forest terrain make this save with disadvantage.
Reactions
Thornburst Counter.
When a creature within 5 feet hits the Woodwose with a melee attack, thorns erupt from its hide. The attacker takes 7 (2d6) piercing damage.
Combat Tactics (DM Guidance)
A Woodwose fights like a territorial apex predator, using superior reach, terrain control, and hit-and-fade tactics.
- Ambusher: Begins encounters from cover, using entangle or spike growth to divide groups.
- Target Focus: Grapples lightly armored targets with Feral Grip while battering frontline foes with its club.
- Terrain Exploit: Stays on natural soil whenever possible for Rootbound Vitality healing.
- Control Tools: Uses hold person or its frightening howl to break formations and neutralize casters.
- Retreat or Rally: Withdraws only if driven from its land—or calls beasts with conjure animals when overwhelmed.
Lore

The Woodwose, often called Wild Men or Moss-Folk, are ancient guardians of the forest, born from the first stirrings of the primeval woods. Neither fully mortal nor entirely fey, they embody the wild’s enduring spirit. Covered in thick, tangled hair interwoven with moss, vines, and occasional flowers, their appearance shifts with the seasons—frost in winter, green shoots in spring, and falling leaves in autumn. Towering, powerful, and primal, they are both fierce protectors and contemplative beings, moving with the patience of centuries yet striking with the fury of nature when their forests are threatened.
Woodwoses are generally solitary, each bound to a specific glen, swamp, or hidden valley, but they are never truly alone: birds perch fearlessly on them, wolves treat them as kin, and fey spirits whisper in their presence. They communicate in a rumbling, resin-scented dialect, blending forgotten sylvan speech with the rhythms of the forest itself. Though wary of mortals, they may form pacts with those who respect the land, offering protection in exchange for reverence, while punishing those who harm the woods with subtle or devastating retaliation.
Encountering a Woodwose is standing at the boundary between civilization and wilderness, between mortal ambition and the ancient power of nature. Some see them as monsters, others as guardians, but to the forest, they are the heartbeat of the green and the memory of untamed ages, a living testament to the enduring, wild spirit of the natural world.
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.
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 CR 10 |
| XP 9,600 NE Medium fey Init +7; Senses Low-Light Vision, plant sense 60 ft.; Perception +28 |
| DEFENSE |
| AC 24, touch 14, flat-footed 20 (+3 Dexterity, +1 Dodge, +10 natural) hp 127 (17d6+68) Fort +9, Ref +13, Will +13 Defensive Abilities plant passivism; DR 10/cold iron; Immune wood |
| OFFENSE |
| 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 (DC17) 3rd – contagion (DC 16), dominate animal (DC 16), snare 2ndbarkskin, 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 |
| TACTICS |
| 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. |
| STATISTICS |
| Strength 17, Dexterity 16, Constitution 18, Intelligence 13, Wisdom 16, Charisma 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 |
| SPECIAL ABILITIES |
| 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. |
| ECOLOGY |
| Environment temperate forests Organization solitary Treasure standard (club, other treasure) |
Section 15: Copyright Notice – Tome of Horrors Complete
Woodwose from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
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