Forest Encounters

Forest Encounters D&D 5e

Encounter Name: Elven Archers’ Ambush

Description: The party is ambushed by skilled elven archers hidden in the treetops. The elves demand safe passage or challenge the party to prove their worth.

Enemies

Elven Archers

  • Medium Humanoid (elf), neutral
  • Armor Class 15 (leather armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 35 ft.

Longbow: +4 to hit, 1d8 + 2 piercing damage

Terrain

This encounter takes place in a dense forest with tall trees providing ample cover.

Tactics

  • The Elven Archers use hit-and-run tactics, shooting from the treetops and utilizing their agility.

Encounter Name: Druidic Grove Guardians

Description: The party stumbles upon a sacred druidic grove guarded by mystical creatures. The guardians may offer wisdom or pose a trial.

Enemies

Grove Guardians

  • Various creatures, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place in a serene grove with ancient trees and natural energy.

Tactics

  • The grove guardians may offer guidance, trials, or challenges to those who seek entry.

Encounter Name: Giant Spider Nest

Description: The party encounters a nest of giant spiders in the heart of the forest. The spiders defend their territory fiercely.

Enemies

Giant Spiders

  • Large Beast, unaligned
  • Armor Class 14
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., climb 30 ft.

Bite: +5 to hit, 1d8 + 3 piercing damage, and the target must make a DC 11 Constitution saving throw or take 9 (2d8) poison damage.

Terrain

This encounter takes place in a densely wooded area with thick webs.

Tactics

  • The giant spiders use their webs to hinder movement and attack intruders.

Encounter Name: Sylvan Pixie Mischief

Description: Mischievous pixies play pranks on the party, creating illusions and causing confusion. The pixies may be swayed with gifts or kind gestures.

Enemies

Sylvan Pixies

  • Tiny Fey, chaotic neutral
  • Armor Class 12
  • Hit Points 7 (2d4 + 2)
  • Speed 20 ft., fly 30 ft.

Prankish Illusion: DC 10 Intelligence saving throw or be affected by a minor illusion.

Terrain

This encounter takes place in a sunlit clearing within the forest.

Tactics

  • The pixies create illusions and distractions, making navigation challenging for the party.

Encounter Name: Treant Guardian

Description: The party encounters a wise and ancient treant who serves as the guardian of the forest. The treant may share knowledge or warn of impending danger.

Enemies

Treant

  • Huge Plant, neutral good
  • Armor Class 16 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 30 ft.

Multiattack: The treant makes two slam attacks.

Terrain

This encounter takes place in a serene part of the forest, where the trees seem to come alive.

Tactics

  • The treant may offer guidance, information, or present a task to the party.

Forest Encounters D&D 5e

Encounter Name: Dire Wolf Pack Hunt

Description: A pack of dire wolves hunts within the forest. The party must navigate carefully to avoid becoming prey.

Enemies

Dire Wolves

  • Large Beast, unaligned
  • Armor Class 14
  • Hit Points 37 (5d10 + 10)
  • Speed 50 ft.

Bite: +5 to hit, 2d6 + 3 piercing damage.

Terrain

This encounter takes place in a dense part of the forest with underbrush.

Tactics

  • The dire wolves use pack tactics, coordinating their attacks to take down larger prey.

Encounter Name: Fey Crossing

Description: The party stumbles upon a magical crossing between the Feywild and the material plane, leading to a realm of whimsical creatures.

Enemies

Fey Creatures

  • Various creatures, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place in a surreal part of the forest where the boundaries between worlds blur.

Tactics

  • Fey creatures may be mischievous, helpful, or pose challenges based on their nature.

Encounter Name: Enchanted Clearing

Description: The party discovers an enchanted clearing where time seems to stand still. They may encounter ancient beings or witness visions of the past.

Enemies

Timebound Spirits

  • Various spirits, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place in a tranquil clearing filled with magical energy.

Tactics

  • Timebound spirits may impart knowledge, present challenges, or offer glimpses of the past.

Encounter Name: Giant Eagle Aerial Challenge

Description: The party is challenged by a group of territorial giant eagles who guard their nesting grounds. Aerial combat ensues.

Enemies

Giant Eagles

  • Large Beast, neutral
  • Armor Class 13
  • Hit Points 26 (4d10 + 4)
  • Speed 10 ft., fly 80 ft.

Talon: +5 to hit, 2d6 + 3 slashing damage.

Terrain

This encounter takes place in the treetops of a forest, requiring aerial and ranged combat.

Tactics

  • The giant eagles swoop down to attack and may attempt to carry off party members.

Encounter Name: Druidic Ritual Site

Description: The party stumbles upon a sacred druidic ritual site where a ceremony is taking place. The druids may seek aid or challenge the party’s intentions.

Enemies

Druidic Guardians

  • Various creatures, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place in a mystical part of the forest adorned with natural altars.

Tactics

  • The druids may seek assistance, present a trial, or defend their sacred grounds.

Forest Encounters D&D 5e

Encounter Name: Werebear Guardian

Description: The party encounters a werebear who serves as a guardian of the forest. The werebear may befriend or challenge the party based on their actions.

Enemies

Werebear

  • Large Humanoid (human, shapechanger), neutral good
  • Armor Class 11 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 30 ft.

Multiattack: The werebear makes two attacks: one with its bite and one with its claws.

Terrain

This encounter takes place in a dense part of the forest with ancient trees.

Tactics

  • The werebear may seek the party’s intentions, offering guidance or posing challenges.

Encounter Name: Ghostly Forest Spirits

Description: The party encounters ethereal forest spirits who share cryptic messages or reveal hidden truths about the forest.

Enemies

Ghostly Spirits

  • Various spirits, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place in a misty part of the forest where spirits wander.

Tactics

  • The ghostly spirits may share information, provide warnings, or set the party on a quest.

Encounter Name: Giant Spider Queen Lair

Description: The party discovers the lair of a giant spider queen who commands a horde of arachnid minions. They must navigate the web-filled lair carefully.

Enemies

Giant Spider Queen

  • Huge Beast, unaligned
  • Armor Class 16
  • Hit Points 84 (8d12 + 32)
  • Speed 30 ft., climb 30 ft.

Bite: +7 to hit, 2d8 + 4 piercing damage.

Terrain

This encounter takes place in a cavernous part of the forest filled with spider webs.

Tactics

  • The giant spider queen commands her arachnid minions and uses web-based attacks.

Encounter Name: Feywild Portal Unleashing

Description: A unstable Feywild portal opens in the forest, releasing chaotic energies and strange creatures into the material plane.

Enemies

Feywild Creatures

  • Various creatures, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place in an area where the boundary between the Feywild and the material plane is blurred.

Tactics

  • The feywild creatures may be unpredictable, creating challenges for the party.

Encounter Name: Fungal Infestation

Description: The party encounters a region of the forest where fungal growth has become aggressive and hostile.

Enemies

Fungal Spores

  • Small Plant, neutral
  • Armor Class 10
  • Hit Points 27 (6d6 + 6)
  • Speed 0 ft.

Explosive Spores: DC 12 Dexterity saving throw or take 2d6 poison damage.

Terrain

This encounter takes place in a fungal-infested part of the forest.

Tactics

  • The party must navigate carefully to avoid triggering explosive fungal spores.

Encounter Name: Werewolf Pack Hunt

Description: A pack of werewolves hunts within the forest, transforming under the light of the full moon. The party must navigate carefully to avoid becoming targets.

Enemies

Werewolves

  • Medium Humanoid (human, shapechanger), chaotic evil
  • Armor Class 11
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

Multiattack: The werewolf makes two attacks: one with its bite and one with its claws.

Terrain

This encounter takes place in a moonlit part of the forest with dense vegetation.

Tactics

  • The werewolves use their shapechanging abilities and hunt with pack tactics.

Encounter Name: Giant Owl Aerial Challenge

Description: The party is challenged by territorial giant owls who guard their nesting grounds. Aerial combat ensues.

Enemies

Giant Owls

  • Large Beast, neutral
  • Armor Class 12
  • Hit Points 19 (3d10 + 3)
  • Speed 10 ft., fly 60 ft.

Talon: +3 to hit, 1d6 + 1 slashing damage.

Terrain

This encounter takes place in the treetops of a forest, requiring aerial and ranged combat.

Tactics

  • The giant owls swoop down to attack and may attempt to carry off party members.

Encounter Name: Sylvan Treasures Guardian

Description: The party encounters a guardian spirit protecting hidden sylvan treasures within the forest. The guardian may offer a reward or set a challenge.

Enemies

Sylvan Guardian Spirit

  • Medium Celestial, neutral good
  • Armor Class 14
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft., fly 60 ft.

Healing Touch: The guardian touches a creature, restoring 2d8 + 2 hit points.

Terrain

This encounter takes place in a secluded part of the forest with ancient ruins.

Tactics

  • The sylvan guardian may offer a reward or set a challenge to prove the party’s worthiness.

Encounter Name: Blink Dog Pack Teleportation

Description: A pack of blink dogs, guardians of the forest, challenges the party to a game of teleportation. The party must outmaneuver the blink dogs.

Enemies

Blink Dogs

  • Medium Beast, lawful good
  • Armor Class 13
  • Hit Points 22 (4d8 + 4)
  • Speed 40 ft., blink 40 ft.

Bite: +3 to hit, 1d6 + 1 piercing damage.

Terrain

This encounter takes place in a vibrant and magical part of the forest.

Tactics

  • The blink dogs use their teleportation ability to outmaneuver the party.

Encounter Name: Nymph’s Enchantment

Description: The party encounters a nymph who seeks companionship. The nymph may offer a boon or request the party’s aid.

Enemies

Nymph

  • Medium Fey, chaotic good
  • Armor Class 11
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

Charming Gaze: DC 14 Wisdom saving throw or be charmed.

Terrain

This encounter takes place in a serene and ethereal part of the forest.

Tactics

  • The nymph may seek companionship, offering a boon or setting a quest for the party.

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