Green Man

Medium plant (shapechanger), neutral

Armor Class 26 (natural armor)
Hit Points 437 (38d8+266)
Speed 40 ft., climb 40 ft.

27 (+8) 22 (+6) 25 (+7) 19 (+4) 23 (+6) 21 (+5)

Saves Con +15
Skills Acrobatics +14, Insight +14, Stealth +14
Damage Immunities lightning; bludgeoning and piercing damage from nonmagical attacks
Condition Immunities charmed, frightened, petrified
Senses darkvision 60 ft., lifesense, passive Perception 16
Languages Druidic, Sylvan, speak with plants
Challenge 26 (90,000 XP)



  • Mulitattack. The green man uses Green Caress. Then the green man makes six vine attacks.
  • Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage.
  • Vine. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage and the target is grappled (escape DC 26).
  • Green Caress. Creatures of the green man’s choice within 60 feet that it can see must make a DC 22 Wisdom saving throw. On a failure, the creature suffers a level of exhaustion, and is cursed. The creature begins to take on plant-like characteristics (leaves, greenish skin, etc.). Every 24 hours, the cursed creature must make a new saving throw. On a failure, the creature takes one level of exhaustion; on a failure by 5 or more, the creature polymorphs into an ordinary plant and their equipment melds with them. A creature that takes enough levels of exhaustion to die instead polymorphs into a plant as well. The curse expires after seven days; creatures transformed into plants revert to their normal form. A creature that succeeds at the initial saving throw is immune for 24 hours.
  • Tree Stride. The green man enters a tree and moves from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as it. The green man must use 5 feet of movement to enter a tree. It instantly knows the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree it’s in. It appears in a spot of its choice within 5 feet of the destination tree, using another 5 feet of movement. If it has no movement left, it can appear within 5 feet of the tree it entered.


The green man 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 green man regains spent Legendary Actions at the start of its turn.

  • Cast a Spell. The green man uses its Innate Spellcasting to cast a spell with a casting time of one action.
  • Move. The green man moves up to its Speed without provoking opportunity attacks. It may use Tree Stride as part of the same action.
  • Slam Attack. The green man makes one slam attack.


Ancient beyond measure, the legendary green men are avatars and guardians of the primeval forest. Green men are the naturally occurring apotheosis of such woodland terrains.

Most care little for other aspects of nature, from animals to geology, focusing exclusively on the flora of their home forest and the seasonal impact of weather. They grant spells enthusiastically to intelligent plants that worship them and somewhat more hesitantly to other sentient races who prove themselves friends of plants. Sometimes called “leshy kings” in esoteric texts, the enigmatic green men are said to be the ones who first taught druids the secrets of creating leshies, yet they themselves are far more powerful than these tiny creations.

Shepherd of the Trees. Most green men keep out of the way of the “animal races” as long as they leave the forest alone, while the rare benevolent and malevolent green men actively spread their influence over their home forests. Benevolent green men are kindly and nurturing patriarchs to all within their domain, even non-plants. Their territories are blessed with beautiful flowers and peaceful groves.

Malevolent green men are twisted and sadistic bullies and are fortunately the rarest of these paragons of plant life. Their territories are marred with poisonous plants, thorny vines, and twisted trees.

What few animals remain in such regions are either vicious enough to stand up to their plant tormentors or are allowed to remain to provide sport.

Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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