So I've decided to try my hand at using at converting monsters using the DMG creature design guidelines. The source of this monster is from the Second Edition Monstrous Compendium Annual Volume 1. (You can purchase a PDF here)
|Tony DiTerlizzi from MC1|
Nightshade (Wood Wose)
Armor Class: 13 (natural armor, Dex)
Hit points: 19 (3d8+6)
Speed: 20 ft.
Skills: Nature +2, Perception +4, Stealth +3, Survival +4
Damage Immunities: Wooden weapons (see below)
Damage Vulnerabilities: Fire
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Quickling, Sylvan, Wood Wose; Speak with Plants
Immunity to wooden weapons: Wood woses are immune to any weapon that has a wooden tip or edge, such as clubs, quarterstaffs, and even magical weapons such as magic staffs and the shillelagh spell.
Innate Spellcasting: The wood wose can cast the following spells innately without material components. The wood wose’s innate spellcasting ability score is Wisdom. (Spell save DC 12)
At will: pass without trace, 3/day- misty steps (though plant material only), 1/day- entangle
Poisonous Sap: Any creature that strikes a wood wose with a natural weapon or unarmed strike takes 2 (1d4) points of poison damage from the poisonous sap that covers the wood wose’s body.
Speak With Plants: A wood wose can speak with any plants and fungi as if it was under the influence of a Speak with Plants spell.
Sprout Nightshade: During the next full moon after a creature is slain by exhaustion through a wood wose’s poison, a new wood wose will sprout from the corpse of the dead creature.
Short sword: Melee Weapon Attack: +3 to hit, reach 5 ft, one target; Hit: 4 (1d6+1) piercing damage plus 2 (1d4) poison damage. Creatures that take any poison damage from this attack must succeed on a Con save (DC 12) or suffer one level of exhaustion.
Shortbow: Ranged Weapon Attack, +3 to hit, range 40/160 ft., 4 (1d6+1) piercing damage plus 2 (1d4) acid damage. Creatures that take any poison damage from this attack must succeed on a Con save (DC 12) or suffer one level of exhaustion.
Slam: Melee Weapon Attack, +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 2 (1d4 acid damage). Creatures that take any poison damage from this attack must succeed on a Con save (DC 12) or suffer one level of exhaustion. Creatures that are hit by this attack are also grappled (DC 12 escapes).
Wood woses (alternately described as nightshades, but not to be confused with the big undead monsters of that same name) are malicious, squat fey spirits with about the height and girth of a dwarf. However, their plantlike nature quickly distinguishes wood woses- their beards are made of thorny vines and other vegetable matter. Their kilts and other clothing are made from woven fibers and similar woodsy materials.
The body of a nightshade is covered from head to toe in a foul poisonous sap that eats away at the skin. If delivered with a weapon, the poison can go into the bloodstream and drain a person’s vitality. However, a nightshade’s poison is only potent if delivered before 10 minutes pass after the poison’s exposure to air.
Dark Druidism: Through their association with poisonous plants, wood woses embrace the darker sides of druidism. Their leaders have levels in the druid class, with their queen as the highest level among them.