Green Man

Tiny plant, neutral

Armor Class 15 (natural armor)
Hit Points 60 (11d4 + 33)
Speed 0 ft.

18 (+4) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 12 (+1)

Skills Animal Handling +7, Arcana +3, History +3, Insight +7, Nature +3, Perception +7, Survival +7
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned, prone
Senses darkvision 60 ft., Passive Perception 17
Languages Common, Sylvan
Proficiency Bonus +3
Challenge 7 (2,900 XP)


  • Bolstering Presence. The green man magically emanates life-giving energy within 30 feet of itself. Any ally that starts its turn there regains 5 (1d10) hit points.
  • Greenspawn Link. The green man can see through and communicate telepathically with any of its greenspawn within 10 miles of it.
  • Innate Spellcasting. The green man’s innate spellcasting ability is Charisma (spell save DC 15). The green man can innately cast the following spells, requiring no material components:
  • Magic Resistance. The green man has advantage on saving throws against spells and other magical effects.
  • Plant Camouflage. The green man has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
  • Regeneration. The green man regains 10 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the green man’s next turn. The green man dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Speak with Beasts and Plants. The green man can communicate with beasts and plants.


  • Multiattack. The green man makes three attacks with its Vine Lash.
  • Vine Lash. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained. The green man has four vines, each of which can grapple one target. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a greenspawn bulb. Unless the bulb is destroyed, the corpse animates as a greenspawn after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead or targeted by a remove curse spell or similar magic before it animates.
  • Entangling Vines. The green man can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 15 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the green man dies or uses Entangling Vines again.
  • Spew Vegetation (Recharge 6). The green man vomits a stream of vegetation in a 15-foot cube. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 11 (2d10) bludgeoning damage and fall prone.


The green man appears in a tree as a face surrounded or made entirely of foliage. Leaves form its hair and beard, and leafy shoots grow from its mouth, nose, and eyes.

The green man is a mysterious creature that embodies the essence of nature and the cycle of life. It is believed to be a manifestation one of the oldest pagan deities, a spirit of nature personified as a man. The green man is associated with rebirth and the regenerative power of the natural world, making it a symbol of new growth that occurs every spring.

The green man can be found deep within ancient forests, sacred groves, and lush wilderness areas. It is most commonly encountered in places where nature thrives and its power is strongest. The creature has a special affinity for places untouched by civilization, and it becomes more elusive as urbanization encroaches upon its domain.

The green man acts as a guardian and protector of the natural world. It ensures the balance of life by promoting growth and decay in a never-ending cycle. The green man fiercely defends its territory and the creatures that inhabit it, especially against those who would harm or exploit nature for their gain.

The nature of green men means they are by necessity bound to their forests, but they have a clever means of expanding their territory. Humanoids who cross them will find no release even in death when the green man implants a bulb in the fallen corpse. The next day, it rises as a greenspawn, under the control of the green man that created it. These greenspawn spend their days ferrying the green man about, forming a macabre parade, complete with flaming clubs.

Section 15: Copyright Notice

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

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