b'Green Man \n'b'  Medium   plant  (shapechanger),  neutral  \n'b'  Armor Class  26 (natural armor)  Hit Points  437 (38d8+266)  Speed  40 ft., climb 40 ft.\n'b' STATS STR: 27 (+8) DEX:  22 (+6)  CON:  25 (+7)  INT:  19 (+4)  WIS:  23 (+6)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Con  +15  Skills   Acrobatics  +14,  Insight  +14,  Stealth  +14  Damage Immunities  lightning; bludgeoning and piercing damage from nonmagical attacks  Condition Immunities   charmed ,  frightened ,  petrified   Senses   darkvision  60 ft., lifesense, passive  Perception  16  Languages  Druidic, Sylvan,  speak with plants   Challenge  26 (90,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Absorb Magic . When the green man hits with a slam  attack , it may use a bonus action to absorb one magical effect from the target. This works like  dispel magic . When the green man absorbs magic in this way, it regains a number of  Hit Points  equal to double the level of the spell effect he absorbed. \n'b'  Innate Spellcasting : The green man\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 22). The green man can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  cure wounds , druidcraft,  faerie fire ,  guidance ,  pass without trace ,  plant growth  \n'b'  3/day each :  call lightning  (9th level),  create or destroy water  (create only, 9th level),  detect magic ,  dispel magic ,  dominate monster  (plant creatures only).  entangle ,  fog cloud ,  heal ,  spike growth ,  sunburst ,  wall of thorns , warp wood \n'b'  1/day each :  antipathy/sympathy ,  awaken ,  barkskin ,  commune with nature , conjure  treant  (like  conjure fey  but summons a  treant , 9th level),  foresight ,  freedom of movement   scrying ,  transport via plants  \n'b'\n'b'  Lifesense . The green man notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. \n'b'  Legendary Resistance (3/Day) . When the green man fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The green man has advantage on saving throws against spells and other magical effects. \n'b'  Regeneration . The green man regains 20  Hit Points  at the start of its turn if it has at least 1 hit point. \n'b'  Shapechanger . The green man can use its action to  polymorph  into a Gargantuan or smaller tree or shrub, or back into its true form. In plant form, it has a  Dexterity  of 1, natural armor that grants it an AC of 26, and its Speed is reduced to 0. Otherwise, its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'  Speak with Plants . The green man can  speak with plants , as though under the spell  speak with plants . \n'b'  Trackless . The green man can\xe2\x80\x99t be tracked except by magical means and leaves no tracks or marks of its passage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Mulitattack . The green man uses Green Caress. Then the green man makes six vine attacks. \n'b'  Slam .  Melee Weapon Attack : +16 to hit, reach 5 ft., one target.  Hit : 12 (1d8 + 8) bludgeoning damage. \n'b'  Vine .  Melee Weapon Attack : +16 to hit, reach 15 ft., one target.  Hit : 15 (2d6 + 8) bludgeoning damage and the target is  grappled  (escape DC 26). \n'b'  Green Caress . Creatures of the green man\xe2\x80\x99s choice within 60 feet that it can see must make a DC 22  Wisdom  saving throw. On a failure, the creature suffers a level of  exhaustion , and is cursed. The creature begins to take on plant-like characteristics (leaves, greenish skin, etc.). Every 24 hours, the cursed creature must make a new saving throw. On a failure, the creature takes one level of  exhaustion ; on a failure by 5 or more, the creature polymorphs into an ordinary plant and their equipment melds with them. A creature that takes enough levels of  exhaustion  to die instead polymorphs into a plant as well. The curse expires after seven days; creatures transformed into plants revert to their normal form. A creature that succeeds at the initial saving throw is immune for 24 hours. \n'b'  Tree Stride . The green man enters a tree and moves from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same  size  as it. The green man must use 5 feet of movement to enter a tree. It instantly knows the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree it\xe2\x80\x99s in. It appears in a spot of its choice within 5 feet of the destination tree, using another 5 feet of movement. If it has no movement left, it can appear within 5 feet of the tree it entered. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The green man can take 3 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The green man regains spent Legendary Actions at the start of its turn. \n'b'\n'b'  Cast a Spell . The green man uses its Innate Spellcasting to  cast a spell  with a casting time of one action. \n'b'  Move . The green man moves up to its Speed without provoking opportunity attacks. It may use  Tree Stride  as part of the same action. \n'b'  Slam Attack . The green man makes one slam  attack . \n'b'\n'b' ABOUT \n'b' Ancient beyond measure, the legendary green men are avatars and guardians of the primeval forest. Green men are the naturally occurring apotheosis of such woodland terrains. \n'b' Most care little for other aspects of nature, from animals to geology, focusing exclusively on the flora of their home forest and the seasonal impact of weather. They grant spells enthusiastically to intelligent plants that worship them and somewhat more hesitantly to other sentient races who prove themselves friends of plants. Sometimes called \xe2\x80\x9cleshy kings\xe2\x80\x9d in esoteric texts, the enigmatic green men are said to be the ones who first taught druids the secrets of creating leshies, yet they themselves are far more powerful than these tiny creations. \n'b'  Shepherd of the Trees . Most green men keep out of the way of the \xe2\x80\x9canimal races\xe2\x80\x9d as long as they leave the forest alone, while the rare benevolent and malevolent green men actively spread their influence over their home forests. Benevolent green men are kindly and nurturing patriarchs to all within their domain, even non-plants. Their territories are blessed with beautiful flowers and peaceful groves. \n'b' Malevolent green men are twisted and sadistic bullies and are fortunately the rarest of these paragons of plant life. Their territories are marred with poisonous plants, thorny vines, and twisted trees. \n'b' What few animals remain in such regions are either vicious enough to stand up to their plant tormentors or are allowed to remain to provide sport.'