Green Knight of the Woods

Creature Codex (3pp)

Size
Medium
Type
fey
Alignment
lawful neutral
AC
20 (plate armor, shield)
Hit Points
78 (12d8+24)
Speed
walk 30 ft.
Saving Throws
Dex +3, Con +5
Skills
Athletics +7, Intimidation +6, Survival +4
Resistances
cold; bludgeoning, piercing, slashing from nonmagical weapons
Condition Immunities
charmed, frightened
Senses
darkvision 60 ft.
Passive Perception
11
Languages
Common, Elvish, Sylvan
Challenge
6
Environment
forest
STR
18
+4
DEX
10
+0
CON
14
+2
INT
10
+0
WIS
12
+1
CHA
16
+3

Traits

Headsman's Woe

If the green knight's head is severed by a vorpal weapon or by other means, magical vines sprout from its neck and the head reattaches by the start of the green knight's next turn, preventing the green knight from dying from the loss of its head.

Knight's Challenge (3/Day)

As a bonus action, the green knight targets one creature that it can see within 30 feet and issues a challenge. If the target can see the green knight, it must succeed on a DC 14 Wisdom saving throw or become magically compelled to engage the green knight in melee combat for 1 minute, or until the knight challenges a new opponent. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

On its turn, the affected creature must move towards the green knight and make a melee attack against the green knight.

recharge

3/DAY

Magic Resistance

The green knight has advantage on saving throws against spells and other magical effects.

Speak With Beasts And Plants

The green knight can communicate with beasts and plants as if they shared a language.

Actions

Multiattack

The green knight makes two attacks. one with its battle axe and one with its shield bash.

Battle Axe

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Shield Bash

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained by magical vines springing forth from the green knight's shield, and the green knight can't make shield bash attacks against other targets.

Javelin

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Reactions

Knight's Rebuke

When the green knight is hit by a melee attack from a creature it has successfully challenged, it can make one battle axe attack with advantage against the attacker.

Other data

description