Green Lady

Medium undead, neutral good

Armor Class 15 (natural armor)
Hit Points 54 (12d8)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)

Skills Nature +2, Perception +3, Stealth +3
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Ethereal Sight. The green lady can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Fey Ancestry. The green lady has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Incorporeal Movement. The green lady can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Innate Spellcasting. The green lady’s spellcasting ability is Charisma (spell save DC 13). The green lady can innately cast the following spells, requiring no components:
  • Undead Nature. The green lady doesn’t require air, food, drink, or sleep.

ACTIONS

  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  • Charm Fools. The green lady targets one creature with a Wisdom of 10 or lower within 30 feet of her that can see her. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed, the target regards the green lady as a trusted friend to be heeded and protected. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the green lady’s Charm Fools for the next 24 hours.
  • Etherealness. The green lady enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

ABOUT

The Green Lady is a mysterious undead creature that resembles a noblewoman in a flowing green dress.

Some tales suggest that a noblewoman was murdered while wearing a green dress and has since become a vengeful ghost. However, in most accounts, the Green Lady appears as a benevolent spirit, watching over houses and offering protection to those of weak mind.

The Green Lady is closely tied to homes and properties, remaining as a guardian even after families move on. Farmers believe that she protects their cattle, guiding them to shelter and preventing theft. In some stories, she is associated with water, seeking shelter in homes during storms and offering her protection in return.

Despite her sometimes negative portrayal, the Green Lady upholds household duties and takes care of the house she inhabits. She is often heard moving furniture at night or performing tasks such as washing dishes and sweeping the floor. However, if offended, she may play pranks on the inhabitants or servants.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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