b'Green Knight of The Woods \n'b' Clad in emerald green plate mail and a cloak woven from leaves, this mysterious knight wields a mighty battle axe. A  shield  decorated with greenery is strapped to his arm. \n'b'  Medium   fey ,  lawful neutral  \n'b'  Armor Class  20 (plate, shield)  Hit Points  78 (12d8 + 24)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  10 (+0)  CON:  14 (+2)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +3,  Constitution  +5  Skills   Athletics  +7,  Intimidation  +6,  Survival  +4  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron  Condition Immunities   charmed ,  frightened   Senses   darkvision  60 ft., passive  Perception  11  Languages  Common, Elvish, Sylvan  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Headsman\xe2\x80\x99s Woe . If the green knight\xe2\x80\x99s 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\xe2\x80\x99s next turn, preventing the green knight from dying from the loss of its head. \n'b'  Knight\xe2\x80\x99s 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. \n'b'  Magic Resistance . The green knight has advantage on saving throws against spells and other magical effects. \n'b'  Speak with Beasts and Plants . The green knight can communicate with beasts and plants as if they shared a language. \n'b'  Actions \n'b'   Multiattack . The green knight makes two attacks: one with its battle axe and one with its  shield  bash. \n'b'  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. \n'b'  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\xe2\x80\x99s  shield , and the green knight can\xe2\x80\x99t make  shield  bash attacks against other targets. \n'b'  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. \n'b'  Reactions \n'b'   Knight\xe2\x80\x99s 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. \n'b'  About \n'b'  Fey Champions . Green knights serve the Fey Lords and Ladies, acting as their champions and protecting those ancient forests where the borders between the Material Plane and the lands of the fey are thin. They are creatures of honor, and they are sometimes sent by a fey noble to test the integrity and honesty of a mortal knight by challenging the mortal to a duel or other contest. Beneath their plate armor, green knights appear as heavily built humanoids with a greenish tinge to their skin. \n'b'  Forest Hideaways . Green knights make their homes in \xe2\x80\x9cgreen chapels\xe2\x80\x9d deep in the woods. These places are sometimes ruined churches or keeps overgrown with moss, vines and other foliage, or hidden forest gorges guarded by woodwoses or other fey creatures. Green knights often ride green-skinned, fey warhorses into battle (use warhorse statistics with the Magic  Resistance  trait and plate barding).'