Green Man (5e Creature)

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Green Man[edit]

Large fey (shapechanger), neutral good


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) 14 (+2) 25 (+7) 16 (+3)

Saving Throws Str +12, Wis +12, Cha +8
Skills Animal Handling +12, Athletics +12, Nature +12, Perception +12, Stealth +7, Survival +12
Proficiency Bonus +5
Senses passive Perception 22
Languages Common, Druidic, Elvish, Sylvan
Challenge 13 (10,000 XP)


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 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, poison spray, 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, plant growth
4th level (3 slots): conjure woodland beings, dominate beast, polymorph
5th level (2 slots): awaken, commune with nature, geas
6th level (1 slot): conjure fey, heroes' feast

ACTIONS

Multiattack. The green man makes two attacks.

Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) slashing damage, or 13 (1d12 + 7) slashing damage in Small or Medium form.


Bodies made from wood and faces covered in leaves, the green men dwell in the depths of wild forests, surrounded by animate plants, beasts and other fey. It is said that green men oversee the changing of the seasons, specifically the end of winter and the coming of spring. The arrival of these gentle giants is accompanied by the flourishing of new life, as flowers bloom at their feet and baby animals frolic around them. Those who would interrupt the cycle of nature by extending winter incur the wrath of the green men, who pursue such villains with uncharacteristic zeal.
Many druids and rangers travel great distances to seek the wisdom of the green men or to gain their aid, while depictions of their leaf-covered faces can be found across many towns and cities.

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