Green Man (5e Creature)

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Green Man[edit]

Large fey (shapechanger), any nonevil/lawful alignment

Armor Class 12
Hit Points
Speed 45 ft.

24 (+7) 14 (+2) 25 (+7) 20 (+5) 25 (+7) 20 (+5)

Saving Throws Str +7, Wis +7, Cha +5
Skills Animal Handling +7, Athletics +7, Nature +5, Perception +7, Stealth +2, Survival +7
Senses passive Perception X
Languages Common, Druidic, Elvish, Sylvan

Feature Name. Feature description

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
6th level (2 slots):
7th level (2 slots):
8th level (1 slot):
9th level (1 slot):


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


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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