Wood woads are lawful neutral living plants, basically meaning, don’t start none, won’t be none. The only way you’re going to get in a fight with one is either to trespass on the territory it guards and initiate ruckus, or to attack it outright. Otherwise, they’re likely to remain indifferent to your presence. Not friendly—indifferent.
Wood woads are tough. They have 10 hit dice, exceptionally high Strength and Constitution, and a two-swing Multiattack with a Magic Club that does considerable whomp damage. However, they also have proficiency in Perception and Stealth—and advantage on Stealth checks in “terrain with ample obscuring plant life,” i.e., any kind of forest, wild or cultivated, or even a tall-grass prairie—so they won’t run straight at you as soon as they see you. Instead, they’ll blend in quietly, waiting to attack until trespassers come within reach—or, if they need to put an immediate end to a disturbance, closing the distance with Tree Stride, then attacking. Thus, their first attack will always be an ambush, with unseen-attacker advantage.
However, this ambush won’t necessarily be an attack with intent to harm. They’re lawful neutral, not lawful evil. They have proficiency in Athletics as well, and in combat, that usually means grappling or shoving. If they’re not outnumbered, rather than try to pummel trespassers, they may simply try to bounce them: grapple them, carry them to the edge of their territory and dump them there. Or they might shove a trespasser into a pit or trap, but chances are, it won’t be they who’ll dig that pit or build that trap. Shoving is a tactic they’ll generally use only when they’re henchmen of something or somebody else—though a roaming wood woad, if antagonized, might choose to shove an enemy into a ravine, if one happened to be nearby. (more…)