Green Man (5e Creature)

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Green Man[edit]

Large fey (shapechanger), any nonevil/lawful alignment


Armor Class 17 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 45 ft.


STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 25 (+7) 20 (+5) 25 (+7) 20 (+5)

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Senses passive Perception X
Languages Common, Druidic, Elvish, Sylvan


Magic Resistance. The green man has advantage on saving throws against spells and other magical effects.

Magic Weapons. The green man’s weapon attacks are magical.

Shapechanger. The green man can use its action to polymorph into a Small or Medium humanoid, a Large or smaller fey, a Large or smaller beast, or back into its true form. Other than its size and speed, its statistics are the same in each form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the green man’s choice).

Spellcasting. The green man is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, locate animals or plants, spike growth
3rd level (3 slots): call lightning, conjure animals, dispel magic
4th level (3 slots): conjure woodland beings, dominate beast, polymorph
5th level (3 slots): awaken, commune with nature, geas
6th level (2 slots):conjure fey, heroes' feast
7th level (2 slots):mirage arcane, plane shift
8th level (1 slot):feeblemind, sunburst
9th level (1 slot):foresight, storm of vengance

ACTIONS

Greataxe. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (4d12 + 8) damtype damage.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.



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