Small fey, chaotic neutral

Armor Class 13
Hit Points 18 (4d6 + 4)
Speed 30 ft., burrow 10 ft., climb 30 ft.

8 (–1) 17 (+3) 13 (+1) 6 (–2) 12 (+1) 7 (–2)

Skills Perception +3, Stealth +5
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 13
Languages understands Sylvan but can’t speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2


  • Fey Ancestry. The braerog has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Tree Stride (1/Round). The braerog can use 10 feet of its movement to magically step into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Medium or larger.


  • Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
  • Briar Patch (Recharge 6). Thorny vines sprout from the ground in a 20-foot square starting from a point within 5 feet of the braerog. The briar patch is difficult terrain and lasts for 1 minute, until the braerog creates another patch, until the braerog uses a bonus action to dismiss the patch, or until the braerog becomes incapacitated or dies. The braerog can designate creatures immune to the vines when creating the patch. Any other creature that enters the area or starts its turn there must succeed on a DC 11 Strength saving throw or be grappled by the thorny vines (escape DC 11) and restrained while grappled in this way.


Thorny Traps. Lurking in the deepest reaches of forests, braerogs represent some of the last glimmers of the world before shadow descended upon the world. These creatures fiercely protect the vestiges of woodlands unsullied by evil.

Tree Travelers. Braerogs are one with the forests that surround them and magically move through trees. This mode of travel allows them to disappear and reappear over short distances.

Mischievous Minions. Braerogs have a penchant for mischief. A braerog sighting was once a sure sign that a more powerful guardian of the forest was nearby. Without the oversight of such a master, braerogs act unchecked.

  • DC 10 Intelligence (Nature): Braerogs are fey with a plantlike nature that makes them vulnerable to fire.
  • DC 15 Intelligence (Arcana): A braerog is hard to render charmed, and magic can’t put it to sleep.
  • DC 20 Intelligence (Nature): A braerog can teleport between trees within 60 feet of each other. It can also create areas of grasping thorny plants.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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