Medium plant, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.

15 (+2) 16 (+3) 14 (+2) 8 (-1) 8 (-1) 12 (+1)

Skills Acrobatics +5, Athletics +5, Perception +1
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., Passive Perception 11
Proficiency Bonus +2
Challenge 2 (450 XP)


  • Plant Fortitude. If damage reduces the greenspawn to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is cold, fire, necrotic or from a critical hit. On a success, the greenspawn drops to 1 hit point instead.


  • Flaming Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage. Whirling Dance (Recharge 5 6). The greenspawn spins madly about. Each creature within 5 feet of the greenspawn must make a DC 13 Dexterity saving throw, taking 11 (2d10) bludgeoning damage and 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.


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.

This is not the complete section 15 entry - see the full license for this page