Forest Encounters
Choose one of these 20 forest encounters, read its opening aloud, and start playing. Each gives a concrete setup, a trigger, actions, consequences, and ways to finish or withdraw.
Each Setup includes an expandable DM hex map with a numbered key and a printable SVG download. Adjacent hex centers are 5 feet apart, with north up. Maps include DM information. Unstated dimensions and placements are illustrative; stated distances and encounter text take precedence. On outdoor maps, the dashed outer edge marks the illustrated area, not a wall. Heights and depths appear in the key.
Choose an Encounter
Suggested levels assume four adventurers with some resources remaining; they are starting points, not guaranteed difficulty ratings. Times estimate minutes of table play. Peaceful scenes can fit other levels; check the listed creature if a fight starts.
| Encounter | Levels | Type | Time | Immediate problem |
|---|---|---|---|---|
| 1. Elven Archers’ Checkpoint | 2–4 | Social / combat | 15–20 | Hunters mistake the party for timber thieves. |
| 2. Druidic Grove Guardians | 2–4 | Social / restoration | 15–20 | Two talking plants refuse to let visitors trample seedlings. |
| 3. Giant Spider Nest | 2–4 | Combat / recovery | 15–25 | A stolen pack hangs above an otherwise passable trail. |
| 4. Sylvan Sprite Mischief | 1–3 | Social / puzzle | 10–15 | Two pranksters have hidden a traveler’s boots. |
| 5. Treant Guardian | 7–10 | Social / dangerous combat | 20–30 | An ancient tree blocks the road until loggers remove a wedge. |
| 6. Dire Wolf Pack Hunt | 3–5 | Combat / evasion | 15–25 | Two hungry predators track a wounded deer across the trail. |
| 7. Fey Crossing | 1–4 | Exploration / choice | 10–20 | A crossing loops unless travelers acknowledge its keeper. |
| 8. Enchanted Clearing | Any | Puzzle / investigation | 15–20 | A repeating scene reveals the location of a buried route marker. |
| 9. Giant Eagle Aerial Challenge | 3–5 | Social / combat | 15–25 | Nesting birds demand travelers take the lower route. |
| 10. Druidic Ritual Site | 2–5 | Social / timed task | 15–25 | A ceremony needs lanterns kept lit through rising wind. |
| 11. Werebear Guardian | 5–8 | Social / rescue | 20–25 | A shapechanger needs help returning a stranded child. |
| 12. Ghostly Forest Spirits | 3–5 | Social / investigation | 15–25 | A silent spirit points toward a missing burial token. |
| 13. Giant Spider Brood Lair | 4–6 | Combat / rescue | 20–30 | A brood surrounds a trapped courier on three separate web lines. |
| 14. Faerie Portal Unleashing | 3–5 | Timed hazard / combat | 20–25 | A flickering arch strands two frightened dogs. |
| 15. Fungal Infestation | 2–4 | Combat / containment | 15–20 | Slow-moving fungi threaten a public food cache. |
| 16. Werewolf Pack Hunt | 5–8 | Dangerous combat / negotiation | 20–30 | Two cursed hunters seek a stolen silver charm. |
| 17. Giant Owl Aerial Challenge | 2–4 | Social / recovery | 15–20 | Two owls defend a trail lantern tangled near their nest. |
| 18. Sylvan Treasures Guardian | 2–4 | Puzzle / social | 15–20 | A talking tree asks visitors to return borrowed tools. |
| 19. Blink Dog Pack Teleportation | 2–4 | Game / navigation | 15–20 | Dogs challenge travelers to follow markers, not teleport themselves. |
| 20. Dryad’s Invitation | 2–5 | Social / choice | 15–25 | A lonely keeper wants a promise about a coming logging camp. |
Running This Collection
Use SRD 5.1 creature statistics; expand a reference inside each scene for the actual attacks, defenses, senses, and actions. HP is per creature. A damage entry such as 4 (1d4 + 2) means use the average or roll, not both. A weapon range of 30/120 means normal/long range; attacks beyond normal range have disadvantage. Use listed ability modifiers for unlisted checks or saves. All references are freely available under CC BY 4.0.
Original procedures: scene-specific checks, timers, magical scenery, bargains, and hazard damage below are original design, not universal official rules or extra creature abilities. Use a stated check only when its approach is uncertain; a sound plan that removes the danger can succeed without rolling. Roll initiative before hostile actions, apply hiding and surprise normally, and do not treat dim light as physical cover. Melee reach and multiattack limits are in the references. Unless specified, scenes occur by daylight outdoors; dark interiors need a light source.
For related campaign planning, see improving Tomb of Annihilation. These encounters stand on their own.
1. Elven Archers’ Checkpoint
At a glance: levels 2–4 | Social / combat | 15–20 minutes | Creatures: 2 × Scout.
Two arrows strike the road ahead. From the branches comes a demand to show your woodcutting permit.
Setup. A 60-foot clearing has east and west trails. Two scouts stand on 10-foot platforms 30 feet east, with half cover from trunk screens. Use unmodified scout statistics; elven identity adds no racial abilities.
DM hex map: Elven Archers' Checkpoint
Trigger. They ask about a wagon seen stealing marked timber.
Run it. Showing the absence of stolen wood or identifying the actual wagon gains passage without a roll. DC 12 Persuasion resolves an uncertain explanation. In combat they use their actual two attacks, then withdraw east when one falls; no free opening shots hit characters before initiative.
Resolution and reward. Cooperation gains the wagon’s tracks and a safe eastern campsite; their recovered purses total 16 gp.
Adjust. Easier: scouts stand at ground level. Harder: 3 visible scouts.
SRD reference: Scout
Medium humanoid (any race), any alignment
AC 13 (leather armor) | HP 16 (3d8 + 3) | Speed 30 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
- Skills: Nature +4, Perception +5, Stealth +6, Survival +5
- Senses: passive Perception 15
- Languages: any one language (usually Common)
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.
2. Druidic Grove Guardians
At a glance: levels 2–4 | Social / restoration | 15–20 minutes | Creatures: 2 × Awakened Shrub.
A small shrub shuffles into the path. “Boots on stones. Roots in soil. Surely you can manage that.”
Setup. A 40-foot grove has west and east gates. Two awakened shrubs speak Common beside a 20-foot stepping-stone path. Three stones have sunk into mud; the surrounding beds are seedlings, not traps.
DM hex map: Druidic Grove Guardians
Trigger. They ask visitors to restore the stones before crossing.
Run it. Each stone takes an action to reset with DC 11 Strength, or 5 minutes with a lever. A board laid across the path also solves the immediate crossing. Threats prompt retreat into the beds; the shrubs rake only someone actively destroying plants, using their real statistics.
Resolution and reward. Repair earns 3 daily rations of edible roots and the location of a clean spring 30 minutes east.
Adjust. Easier: only one stone has sunk. Longer: a merchant wants the repaired route widened without uprooting seedlings.
SRD reference: Awakened Shrub
Small plant, unaligned
AC 9 | HP 10 (3d6) | Speed 20 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 8 (−1) | 11 (+0) | 10 (+0) | 10 (+0) | 6 (−2) |
- Damage Vulnerabilities: fire
- Damage Resistances: piercing
- Senses: passive Perception 10
- Languages: one language known by its creator
False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.
Actions
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) slashing damage. An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic.
3. Giant Spider Nest
At a glance: levels 2–4 | Combat / recovery | 15–25 minutes | Creatures: 2 × Giant Spider.
A bedroll dangles between webbed trunks. Two dark bodies cling above it, still as knots in the bark.
Setup. A 50-foot glade has north and south trails. Two giant spiders perch 10 feet up, 25 feet north. A clear western path stays 15 feet from the webs; the pack hangs 10 feet above ground.
DM hex map: Giant Spider Nest
Trigger. Touching webs alerts the spiders, whose positions become apparent before attacks.
Run it. Use Web and Bite exactly as printed, including their saves and escape conditions. Cutting the pack down with a blade takes an action; catching it with a rope avoids a noisy fall. A carcass tossed east occupies both spiders for 1 minute. They flee up separate trunks when one dies.
Resolution and reward. The pack contains 25 gp and a merchant’s ledger; returning the ledger earns 10 gp. Walking the western path avoids the optional retrieval.
Adjust. Easier: 1 spider. Harder: pack hangs 15 feet high, with the approach still visible.
SRD reference: Giant Spider
Large beast, unaligned
AC 14 (natural armor) | HP 26 (4d10 + 4) | Speed 30 ft., climb 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 12 (+1) | 2 (−4) | 11 (+0) | 4 (−3) |
- Skills: Stealth +7
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10
- Languages: —
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web—filled crevices. Such lairs are often festooned with web cocoons holding past victims.
4. Sylvan Sprite Mischief
At a glance: levels 1–3 | Social / puzzle | 10–15 minutes | Creatures: 2 × Sprite.
Tiny laughter follows a pair of boots bobbing above the path on a fishing line.
Setup. A 40-foot glade has east and west paths. Two visible sprites sit on a branch 10 feet up. A fishing line, not an innate spell, holds the boots over a soft moss bed.
DM hex map: Sylvan Sprite Mischief
Trigger. They offer to return the boots for the answer to “What has a tongue but never speaks?”
Run it. The answer is a shoe; equivalent answers earn approval. A small gift or a polite request works too. Cutting the line drops the boots safely. If threatened, sprites fly north rather than attacking, and leave the line tied where it can be reached with a pole.
Resolution and reward. The rescued traveler gives 5 gp and identifies a safe ford 1 hour east. No one loses memories or involuntarily enters a faerie bargain.
Adjust. Easier: the boots’ tongues are conspicuous. Longer: the sprites want help apologizing to their owner.
SRD reference: Sprite
Tiny fey, neutral good
AC 15 (leather armor) | HP 2 (1d4) | Speed 10 ft., fly 40 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
- Skills: Perception +3, Stealth +8
- Senses: passive Perception 13
- Languages: Common, Elvish, Sylvan
Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
5. Treant Guardian
At a glance: levels 7–10 | Social / dangerous combat | 20–30 minutes | Creatures: 1 × Treant.
A trunk turns slowly toward you. Beneath one great root, a steel wedge glitters in fresh sap.
Setup. An 80-foot forest road has open south retreat and a north route beneath the treant’s limbs. One treant stands 40 feet north; its injured root lies beside the path, reachable without climbing.
DM hex map: Treant Guardian
Trigger. It requests removal of the wedge and refuses wagons until the injury is treated.
Run it. An action with DC 13 Strength pulls it free; a lever and 10 minutes works without a roll. Packing the wound with clean soil and water completes its requested care, an original scene resolution. It attacks only if attacked or deliberately cut, stopping pursuit at the clearing edge. Do not animate extra trees unless the actual listed action is used.
Resolution and reward. Help earns passage and a 50 gp amber lump, plus a warning about a washed-out bridge north.
Adjust. Easier: wedge is loose. Longer: loggers arrive to argue their claim while the repair proceeds.
SRD reference: Treant
Huge plant, chaotic good
AC 16 (natural armor) | HP 138 (12d12 + 60) | Speed 30 ft. | CR 9 (5,000 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 8 (−1) | 21 (+5) | 12 (+1) | 16 (+3) | 12 (+1) |
- Damage Vulnerabilities: fire
- Damage Resistances: bludgeoning, piercing
- Senses: passive Perception 13
- Languages: Common, Druidic, Elvish, Sylvan
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
6. Dire Wolf Pack Hunt
At a glance: levels 3–5 | Combat / evasion | 15–25 minutes | Creatures: 2 × Dire Wolf.
A deer limps across the path. Behind it, two enormous gray muzzles rise above the fern beds.
Setup. A 70-foot clearing has south retreat and east trail. Two dire wolves stand 35 feet north. A broad fallen log 15 feet east provides a solid obstacle and half cover when it blocks half a target.
DM hex map: Dire Wolf Pack Hunt
Trigger. Wolves growl at anyone approaching the deer or offering exposed meat.
Run it. They pursue food, not an extermination battle. A full carcass or several rations placed north redirects them for 1 minute. They use Pack Tactics and Bite’s actual knockdown save; they do not gain extra attacks for surrounding prey. After one falls, the other Disengages and retreats north.
Resolution and reward. Protecting the deer earns no automatic treasure, but its path reveals a hunter’s abandoned 20 gp bow-case beside the east trail.
Adjust. Easier: 1 dire wolf. Harder: 3, with all positions announced.
SRD reference: Dire Wolf
Large beast, unaligned
AC 14 (natural armor) | HP 37 (5d10 + 10) | Speed 50 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 15 (+2) | 15 (+2) | 3 (−4) | 12 (+1) | 7 (−2) |
- Skills: Perception +3, Stealth +4
- Senses: passive Perception 13
- Languages: —
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
7. Fey Crossing
At a glance: levels 1–4 | Exploration / choice | 10–20 minutes | Creatures: 1 × Blink Dog.
The same white stone appears ahead for the third time. A spotted dog sits beside it, waiting.
Setup. A 60-foot wooded loop has a western entrance and an eastern arch. One blink dog watches from 20 feet away. The loop is an original site effect, not its teleportation carrying travelers.
DM hex map: Fey Crossing
Trigger. Walking through the arch without greeting the keeper returns travelers to the west stone after 1 minute, unharmed.
Run it. A bow, offered water, or spoken greeting ends the loop for the group for 1 hour. The dog understands Sylvan, but friendly gestures suffice. It then walks ahead along the east trail, using teleportation only for itself. Attacking it makes it retreat and closes the optional arch until sunset; an ordinary 30-minute woodland detour remains.
Resolution and reward. The east route saves 1 hour and passes a safe spring. No hidden time jump or involuntary planar travel applies.
Adjust. Easier: a stone inscription asks for a greeting. Longer: another traveler distrusts the offered crossing.
SRD reference: Blink Dog
Medium fey, lawful good
AC 13 | HP 22 (4d8 + 4) | Speed 40 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) |
- Skills: Perception +3, Stealth +5
- Senses: passive Perception 13
- Languages: Blink Dog, understands Sylvan but can’t speak it
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm.
8. Enchanted Clearing
At a glance: levels Any | Puzzle / investigation | 15–20 minutes | Creatures: No combat creatures.
A translucent child drops a red ribbon, then repeats the same gesture. The ribbon never reaches the grass.
Setup. A 40-foot glade has south and east exits. The apparition repeats beside a west stump. This original harmless vision cannot attack, alter time outside the clearing, or trap a departing creature.
DM hex map: Enchanted Clearing
Trigger. Watching a complete 1-minute loop reveals the child’s repeated glance at the stump.
Run it. Searching the indicated hollow finds a brass trail marker automatically. A rushed DC 12 Investigation check finds it in an action; failure leaves the full-minute method available. Placing the marker in its visible post ends the vision. Leaving by either path is always possible.
Resolution and reward. The restored marker identifies the eastern bridge as unsafe and a 20-minute bypass. Beneath its post lies a 15 gp garnet.
Adjust. Easier: the apparition points directly. Longer: restoring the marker also requires clearing a fallen branch.
9. Giant Eagle Aerial Challenge
At a glance: levels 3–5 | Social / combat | 15–25 minutes | Creatures: 2 × Giant Eagle.
Two broad shadows cross the trail. One eagle lands and points its beak toward a staircase cut into the slope.
Setup. A 70-foot ridge clearing has south retreat, a high northern trail through nests, and a lower eastern staircase adding 20 minutes. Two giant eagles wait 30 feet north.
DM hex map: Giant Eagle Aerial Challenge
Trigger. They warn in Giant Eagle and gestures before anyone enters the nesting trail.
Run it. They understand Common and Auran; explaining a rescue emergency may earn passage with DC 13 Persuasion. Taking the lower route needs no roll. If attacked, eagles use their actual attacks; carrying a character requires normal grappling and carrying rules, not automatic aerial removal. They stop pursuing beyond the nests.
Resolution and reward. Respectful travelers find a discarded pouch with 20 gp on the lower stairs and keep friendly relations with the nesting pair.
Adjust. Easier: 1 eagle. Longer: help free a chick’s foot from a rope before requesting passage.
SRD reference: Giant Eagle
Large beast, neutral good
AC 13 | HP 26 (4d10 + 4) | Speed 10 ft., fly 80 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 13 (+1) | 8 (−1) | 14 (+2) | 10 (+0) |
- Skills: Perception +4
- Senses: passive Perception 14
- Languages: Giant Eagle, understands Common and Auran but can’t speak them
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).
10. Druidic Ritual Site
At a glance: levels 2–5 | Social / timed task | 15–25 minutes | Creatures: 1 × Druid; 2 × Commoner.
Three lanterns ring a shallow pool. A robed keeper calls for help as one flame gutters sideways.
Setup. A 50-foot clearing has east and west paths. One druid and two commoner attendants stand at the pool. Three hooded lanterns sit 10 feet apart; their ritual is original scenery, not an added druid combat spell.
DM hex map: Druidic Ritual Site
Trigger. The keeper asks volunteers to shelter the lanterns for three rounds.
Run it. Roll initiative. On count 0 each round an unprotected lantern goes out. A character beside one can spend an action shielding it until the next turn; a secured cloak shelter works throughout. Relighting takes an action with an existing flame. If all remain lit at the end of round 3, the ceremony finishes; otherwise it can restart after 10 minutes, without punishment.
Resolution and reward. Success earns 20 gp and a safe rest under the attendants’ watch. Declining simply delays their ceremony.
Adjust. Easier: protect two lanterns. Harder: the lanterns stand 15 feet apart.
SRD reference: Druid
Medium humanoid (any race), any alignment
AC 11 (16 with barkskin) | HP 27 (5d8 + 5) | Speed 30 ft. | CR 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) |
- Skills: Medicine +4, Nature +3, Perception +4
- Senses: passive Perception 14
- Languages: Druidic plus any two languages
Spellcasting. The druid is a 4th–level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh. Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
SRD reference: Commoner
Medium humanoid (any race), any alignment
AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
11. Werebear Guardian
At a glance: levels 5–8 | Social / rescue | 20–25 minutes | Creatures: 1 × Werebear.
A huge bear lays a child’s satchel on the trail, then becomes a worried human traveler.
Setup. A 60-foot clearing has north and south trails. One werebear stands 30 feet ahead in humanoid form. A child waits safely on a 10-foot root shelf 20 feet west, separated by a shallow ditch.
DM hex map: Werebear Guardian
Trigger. The guardian asks for a rope while keeping watch for the child’s pursuers.
Run it. A secure rope or a simple ladder allows retrieval without a check. Improvised climbing while carrying the child requires DC 12 Athletics, with failure returning both to the safe shelf. The werebear does not bite helpers or spread lycanthropy as a reward; its printed defenses apply if attacked. It escorts the child south afterward.
Resolution and reward. Rescue earns a 40 gp family brooch and directions to a protected trail. Refusal allows the guardian to continue searching for help.
Adjust. Easier: a ladder lies nearby. Longer: the frightened child needs a familiar song or calm explanation before descending.
SRD reference: Werebear
Medium humanoid (human, shapechanger), neutral good
AC 10 in humanoid form, 11 (natural armor) in bear and hybrid form | HP 135 (18d8 + 54) | Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) | CR 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) |
- Skills: Perception +7
- Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Senses: passive Perception 17
- Languages: Common (can’t speak in bear form)
Shapechanger. The werebear can use its action to polymorph into a Large bear–humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
12. Ghostly Forest Spirits
At a glance: levels 3–5 | Social / investigation | 15–25 minutes | Creatures: 1 × Specter.
A pale figure brushes leaves from an empty stone niche. Its lips move without sound.
Setup. A dark, shaded 40-foot grove has east and west paths. One specter hovers 25 feet north beside a memorial; a silver token lies under a visible root 10 feet away. Its willingness to parley is original behavior, not a changed attack.
DM hex map: Ghostly Forest Spirits
Trigger. It gestures between root and niche; refusal permits passage.
Run it. A 1-minute search finds the token automatically. Returning it releases the spirit without combat. If someone damages the memorial, roll initiative before Life Drain and track its actual maximum-HP reduction and save. Restoring the token still ends hostility during a fight. The specter cannot speak, so reveal clues with gestures and scratched words.
Resolution and reward. A loose memorial stone holds 30 gp, indicated before the spirit fades. Destroying it leaves the token and a 10-minute search for the cache.
Adjust. Easier: token lies openly. Harder: a fallen branch must be levered away first.
SRD reference: Specter
Medium undead, chaotic evil
AC 12 | HP 22 (5d8) | Speed 0 ft., fly 50 ft. (hover) | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (−5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) |
- Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: necrotic, poison
- Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands all languages it knew in life but can’t speak
Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
13. Giant Spider Brood Lair
At a glance: levels 4–6 | Combat / rescue | 20–30 minutes | Creatures: 3 × Giant Spider.
A courier hangs above a mossy pit. Three webs tremble in different directions, each ending at a waiting spider.
Setup. A 60-foot clearing has south retreat and east trail. Three giant spiders occupy trunks 15 feet up, 20 feet apart; the courier hangs 10 feet high in the center. No invented spider queen abilities apply.
DM hex map: Giant Spider Brood Lair
Trigger. Pulling one support line alerts all three, who move normally on initiative.
Run it. Each support can be cut with an adjacent action and a blade. Secure a rescue rope first to lower the courier without a fall. The spiders use their actual Web attacks against rescuers; after two die, the third retreats north. A large carcass drawn south distracts one spider, not the whole brood.
Resolution and reward. The courier’s delivery earns 50 gp and a bridge password. Retreat leaves a visible unresolved rescue rather than an unavoidable chase.
Adjust. Easier: 2 spiders. Harder: supporting lines are 10 feet farther apart.
SRD reference: Giant Spider
Large beast, unaligned
AC 14 (natural armor) | HP 26 (4d10 + 4) | Speed 30 ft., climb 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 12 (+1) | 2 (−4) | 11 (+0) | 4 (−3) |
- Skills: Stealth +7
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10
- Languages: —
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web—filled crevices. Such lairs are often festooned with web cocoons holding past victims.
14. Faerie Portal Unleashing
At a glance: levels 3–5 | Timed hazard / combat | 20–25 minutes | Creatures: 2 × Blink Dog.
A green arch snaps open, then folds inward. Two spotted dogs circle it, barking at a loose stone.
Setup. A 50-foot clearing has south and east trails. Two blink dogs stand by the arch 30 feet north. Three frame-stones tilt within reach at ground level; the crossing is original scenery.
DM hex map: Faerie Portal Unleashing
Trigger. The dogs reveal the loose stones through gestures and do not attack first.
Run it. Each stone takes an action and DC 12 Arcana or Strength to seat, or two actions using a lever for automatic success. Roll initiative; on count 0 a gust shifts loose gear 5 feet south without damage. Three seated stones stabilize the arch, and the dogs return through it. Their own teleportation cannot transport the party.
Resolution and reward. A grateful keeper leaves 25 gp on the threshold and describes the optional destination meadow. Closing or bypassing the arch is also safe.
Adjust. Easier: one stone is seated. Harder: a root must be cut free before the final stone can move.
SRD reference: Blink Dog
Medium fey, lawful good
AC 13 | HP 22 (4d8 + 4) | Speed 40 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) |
- Skills: Perception +3, Stealth +5
- Senses: passive Perception 13
- Languages: Blink Dog, understands Sylvan but can’t speak it
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm.
15. Fungal Infestation
At a glance: levels 2–4 | Combat / containment | 15–20 minutes | Creatures: 2 × Violet Fungus.
Purple tendrils reach toward a low storage platform. A painted sign warns that the fungi can touch farther than they walk.
Setup. A shaded 40-foot clearing has north and south exits. Two violet fungi stand 15 feet apart beside a grain platform. A clear western strip stays beyond their 10-foot reach.
DM hex map: Fungal Infestation
Trigger. They move toward the stored grain when disturbed; that attraction is original behavior.
Run it. Use their printed 1d4 attacks, not spore clouds. Pulling the platform west with its attached 20-foot rope takes two actions and removes the attraction, leaving the fungi behind. Characters who attack can stay outside their slow movement and reach; burning them risks the ordinary wooden platform unless moved first.
Resolution and reward. Saving the grain earns 4 daily rations and 15 gp from the cache’s owners. Bypassing leaves food at risk but the trail open.
Adjust. Easier: 1 fungus. Harder: the rope must first be untangled with an action.
SRD reference: Violet Fungus
Medium plant, unaligned
AC 5 | HP 18 (4d8) | Speed 5 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 1 (−5) | 10 (+0) | 1 (−5) | 3 (−4) | 1 (−5) |
- Condition Immunities: blinded, deafened, frightened
- Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 6
- Languages: —
False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
Actions
Multiattack. The fungus makes 1d4 Rotting Touch attacks.
Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.
16. Werewolf Pack Hunt
At a glance: levels 5–8 | Dangerous combat / negotiation | 20–30 minutes | Creatures: 2 × Werewolf.
Two figures step from the pines, their hands half changed. “The charm in your camp. We followed its scent.”
Setup. A 70-foot clearing has south retreat and east trail. Two werewolves in hybrid form stand 35 feet north. A silver charm, worth 20 gp, lies in an abandoned camp 15 feet west.
DM hex map: Werewolf Pack Hunt
Trigger. They demand the charm before approaching the party.
Run it. Returning the visible charm ends the confrontation without a roll. They accept proof that someone else carried it east, allowing withdrawal. If fighting, use their actual weapon immunity and bite’s lycanthropy save; moonlight grants no extra attacks. They retreat when one falls. Do not describe this as a safe low-level wolf fight.
Resolution and reward. The rightful owner offers 40 gp for the charm later, creating a clear choice rather than a hidden curse on whoever carries it.
Adjust. Easier: 1 werewolf. Longer: the party can mediate between hunters and charm owner at the next village.
SRD reference: Werewolf
Medium humanoid (human, shapechanger), chaotic evil
AC 11 in humanoid form, 12 (natural armor) in wolf or hybrid form | HP 58 (9d8 + 18) | Speed 30 ft. (40 ft. in wolf form) | CR 3 (700 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
- Skills: Perception +4, Stealth +3
- Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Senses: passive Perception 14
- Languages: Common (can’t speak in wolf form)
Shapechanger. The werewolf can use its action to polymorph into a wolf–humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
17. Giant Owl Aerial Challenge
At a glance: levels 2–4 | Social / recovery | 15–20 minutes | Creatures: 2 × Giant Owl.
Two immense owls stare from a cedar. A lantern sways below their nest, its chain looped around a branch.
Setup. A 50-foot clearing has open north and south paths. Two giant owls perch 15 feet high, 25 feet north. The lantern hangs 10 feet up and need not be taken through the nest.
DM hex map: Giant Owl Aerial Challenge
Trigger. They hoot and spread their wings if someone climbs directly toward them.
Run it. They understand Common, Elvish, and Sylvan and speak Giant Owl. Explain the retrieval, then use a pole or a rope from outside the nest to free the lantern without rolling. A noisy grab starts combat; use actual Flyby rather than inventing talon grapples. They retreat after one takes half its HP.
Resolution and reward. Returning the marked lantern to a ranger earns 15 gp and a map of an owl-safe route. Leaving it preserves passage on the ground.
Adjust. Easier: lantern hangs 5 feet up. Harder: its chain requires two separate pulls.
SRD reference: Giant Owl
Large beast, neutral
AC 12 | HP 19 (3d10 + 3) | Speed 5 ft., fly 60 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 12 (+1) | 8 (−1) | 13 (+1) | 10 (+0) |
- Skills: Perception +5, Stealth +4
- Senses: darkvision 120 ft., passive Perception 15
- Languages: Giant Owl, understands Common, Elvish, and Sylvan but can’t speak them
Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage. Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.
18. Sylvan Treasures Guardian
At a glance: levels 2–4 | Puzzle / social | 15–20 minutes | Creatures: 1 × Awakened Tree.
A face opens in the bark. At its roots, three empty tool outlines have been carved into stone.
Setup. A 60-foot grove has south and east exits. One awakened tree stands 30 feet north; a spade, hook, and hammer lie by an abandoned workbench 15 feet west. It speaks Common by its creator’s choice.
DM hex map: Sylvan Treasures Guardian
Trigger. It offers access to a buried cache if the tools are put back correctly.
Run it. Matching tools to visible outlines takes one action each, no roll. The tree helps identify a tool if asked. Stealing the cache before completion prompts a warning, then its actual Slam if ignored. Returning a stolen tool ends hostility; no additional animated minions appear.
Resolution and reward. The opened cache holds 35 gp and a note naming the grove’s original gardener. The tree does not prevent withdrawal south.
Adjust. Easier: tools lie beside their outlines. Longer: the hook must be retrieved from a shallow stream.
SRD reference: Awakened Tree
Huge plant, unaligned
AC 13 (natural armor) | HP 59 (7d12 + 14) | Speed 20 ft. | CR 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 6 (−2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (−2) |
- Damage Vulnerabilities: fire
- Damage Resistances: bludgeoning, piercing
- Senses: passive Perception 10
- Languages: one language known by its creator
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic.
19. Blink Dog Pack Teleportation
At a glance: levels 2–4 | Game / navigation | 15–20 minutes | Creatures: 3 × Blink Dog.
Three spotted dogs appear beside three different white stones. One drops a ribbon at your feet and waits.
Setup. A 60-foot glade has south entrance and north trail. Three blink dogs stand at marked stones 15 feet apart. An original trail game uses their normal self-only teleportation; no one is forcibly transported.
DM hex map: Blink Dog Pack Teleportation
Trigger. Picking up the ribbon accepts the game, whose gestures point from stone to stone.
Run it. Follow the three numbered stones in order: one crescent, two leaves, three dots. Walking the route takes one round of movement plus an action to tie the ribbon at the last stone. A wrong order earns another demonstration, not damage. Declining permits passage around the clearing in 10 minutes.
Resolution and reward. Completion gains an escort through two misleading forks and a dropped pouch containing 10 gp, returned by the dogs.
Adjust. Easier: the dogs remain beside the correct next marker. Longer: one sign is under fallen leaves, found by a brief search.
SRD reference: Blink Dog
Medium fey, lawful good
AC 13 | HP 22 (4d8 + 4) | Speed 40 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) |
- Skills: Perception +3, Stealth +5
- Senses: passive Perception 13
- Languages: Blink Dog, understands Sylvan but can’t speak it
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm.
20. Dryad’s Invitation
At a glance: levels 2–5 | Social / choice | 15–25 minutes | Creatures: 1 × Dryad.
A woman steps from an oak and offers a cup of clear water. “Will you tell them this grove is still tended?”
Setup. A 40-foot grove has west and east trails. One dryad stands 20 feet north by her tree; another mature tree stands 50 feet east for Tree Stride, and a posted logging notice names foreman Harl and a camp 1 hour east. This replaces the non-SRD nymph premise.
DM hex map: Dryad's Invitation
Trigger. She asks the party to deliver a marked branch as proof of her claim.
Run it. Agreeing is voluntary and incurs no magical contract. A DC 12 Insight check reveals she fears abandonment; a direct kind question learns the same information. She offers water freely and does not use Fey Charm to force the errand. If attacked, she withdraws through her tree.
Resolution and reward. Delivering the branch later earns 25 gp from the grove’s old supply chest, whose location she reveals now. Refusal permits travel without a fight.
Adjust. Shorter: the foreman meets the party at the clearing. Longer: the party mediates a boundary rather than accepting one side automatically.
SRD reference: Dryad
Medium fey, neutral
AC 11 (16 with barkskin) | HP 22 (5d8) | Speed 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) |
- Skills: Perception +4, Stealth +5
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Elvish, Sylvan
Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: entangle, goodberry 1/day each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Actions
Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.
Free Rules Sources and Attribution
Creature references reproduce the stat blocks in the Creative Commons edition of SRD 5.1, with formatting and PDF typography normalized; optional variants are omitted unless a scene calls for them. Source links point to the beginning of each block; some continue onto the next page. Scene dialogue, named NPCs, terrain, goals, suggested levels, checks, timers, rewards, and peaceful resolutions are original encounter design. Descriptive creature changes do not add abilities. Rules use the 2014-compatible SRD 5.1 throughout; official SRD downloads also list other versions.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.