Fianduin are a race of medium-sized centaur-like creatures, half-elf and half-deer, with the tawny coloring to match. They live in deep forests where they practice their particular form of druidic worship, free from noble fey interference.

Rules terms

The statistics below include a new rules term because the normal verbiage was annoying me too much. A condition resistance means that the creature has advantage on saving throws and checks to avoid or remove a condition, like an elf's fey ancestry feature with respect to charm effects.


Fianduin Scout

Medium fey, chaotic neutral


  • Armor Class 13 (leather)
  • Hit Points 8 (3d8-3)
  • Speed 50 ft., standing jump 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 8 (-1) 10 (+0) 12 (+1) 12 (+1)

  • Condition Resistances charmed, grabbed, paralyzed
  • Condition Immunities sleep
  • Skills Stealth +4
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Sylvan
  • Challenge 1/4

Natural Grace. In natural surroundings:

  • can attempt to hide while only lightly obscured.
  • can withdraw, dash or hide as a bonus action.
  • ignores difficult and hazardous terrain.
  • can only be tracked with magic.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing

Short bow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing


Fianduin Hunter

Medium fey, chaotic neutral


  • Armor Class 15 (studded leather)
  • Hit Points 49 (9d8+9)
  • Speed 50 ft., standing jump 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 12 (+1)

  • Condition Resistances charmed, frightened, grabbed, paralyzed
  • Condition Immunities sleep
  • Skills Stealth +5, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Sylvan
  • Challenge 3

Natural Grace. In natural surroundings:

  • can attempt to hide while only lightly obscured.
  • can withdraw, dash or hide as a bonus action.
  • ignores difficult and hazardous terrain.
  • can only be tracked with magic.

Sneak attack. Once per turn, increase weapon damage by 10 (3d6) if the attack was made with advantage.

Actions

Multiattack. Make three melee or two ranged attacks.

Short sword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing

Long bow. Ranged Weapon Attack: +5 to hit, range 150/600, one target. Hit: 7 (1d8 + 3) piercing

Aim. Concentration (+1). Attacks made before the end of the next turn ignore concealment and cover, and all wisdom (perception) checks are made with advantage.

Entangle (1/short rest) Ranged spell: Concentration (+1), DC 12, range 90 ft., 20 ft. square target. Creatures must make a strength save or be grabbed and restrained, can use an action to make an escape check.



Fianduin Greenbond

Medium fey, chaotic neutral


  • Armor Class 16 (natural armor)
  • Hit Points 49 (11d8)
  • Speed 50 ft., standing jump 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 12 (+1)

  • Condition Resistances charmed, grabbed, paralyzed
  • Condition Immunities poisoned, sleep
  • Damage Resistances cold, fire, lightning, poison, thunder, nonmagical weapon damage
  • Skills Stealth +5, Survival +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Sylvan, telepathy 60 ft. (beasts and plants only)
  • Challenge 7

Natural Grace. In natural surroundings:

  • can attempt to hide while only lightly obscured.
  • can withdraw, dash or hide as a bonus action.
  • ignores difficult and hazardous terrain.
  • can only be tracked with magic.

Stone Melding. The greenbond may move through natural earth, stone and plant matter as though it were clear terrain. It may end its turn in a solid object, but is blinded if so.

Actions

Shillelagh. Melee weapon attack: +6 to hit, reach 10 ft., two different targets. Hit 14 (2d10+3) magic bludgeoning damage.

Call Lightning. Ranged spell attack: DC 14, range 60 feet, 5 ft. radius cylinder target. 27 (5d10) lightning damage, dexterity save for half. If the greenbond concentrates, targets also take 5 (1d10) lightning damage at the beginning of their turn for 1 round.

Healing Call. Spell: up to 6 creatures of the greenbond's choice within 60 feet are healed 4d8 hit points and can use their reaction to move half their speed. The greenbond may heal up to 20 creatures per long rest in this fashion.

Awaken Inner Beast. Melee spell attack: DC 14, range 5 ft., one creature. The target is polymorphed into a beast (per the spell; of up to challenge 5) for 1 minute while the greenbond concentrates (+0). While polymorphed, the target is dominated. If the target is polymorphed for 1 minute, the effect becomes permanent. A Wisdom saving throw DC 14 negates.

Wild Growth Aura (1/short rest). Spell: The natural area within 30 feet of the greenbond becomes difficult natural terrain for 1 minute, moving with the greenbond, while the greenbond concentrates. Enemies entering or ending their turns in the difficult terrain take 10 (3d6) piercing damage.

The Fianduin Greenbond is a druidic leader of a band of Fianduin. Unlike their wandering, nomadic siblings, a Greenbond picks a specific patch of terrain to care for: a 5 mile square area containing a particularly important spot.

A Greenbond's Bond

A greenbond casts spells as a 10th level druid. Its abilities have been reworked as abilities and traits rather than literal spells for ease of running the creature. It should be able to cast commune with nature, detect poison, locate object, locate creature and lesser restoration once per day each outside of combat, among any other appropriate spells.


A Greenbond's Green

A greenbond in its bonded woods (generally an area 5 miles on a side) has the following adjustments:

  • regeneration 10 (suppressed by taking necrotic, poison, or nonmagical iron weapon damage)
  • blindsense 120 ft.
  • the magic resistance trait
  • a challenge of 8

It also gains a lair action (each round at initiative 20, must use all before repeating any, duration 1 round):

  • All creatures of the greenbond's choice within 60 ft. that are standing on difficult terrain at the beginning of their turn are grabbed and while grabbed restrained; a DC 14 strength save negates.
  • A 60 ft. radius is heavily obscured with sound-dampening mists; any creature with the Natural Grace ability cannot be heard.
  • All creatures of the greenbond's choice within 60 ft. gain 20 temporary hp (until expended).


Fianduin Stormcaller

Medium fey, chaotic neutral


  • Armor Class 17 (natural armor)
  • Hit Points 130 (20d8+40)
  • Speed 50 ft., fly 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 12 (+1) 18 (+4) 12 (+1)

  • Condition Resistances grabbed, paralyzed
  • Condition Immunities charmed, frightened, sleep
  • Damage Resistances cold, fire, nonmagical weapon damage
  • Damage Immunities lightning, thunder
  • Skills Stealth +8, Survival +8
  • Senses blindsense 120 ft., passive Perception 18
  • Languages Sylvan
  • Challenge 11

Natural Grace. In natural surroundings:

  • can attempt to hide while only lightly obscured.
  • can withdraw, dash or hide as a bonus action.
  • ignores difficult and hazardous terrain.
  • can only be tracked with magic.

Magic Resistance. Advantage on saving throws against spells and other magical effects.

Regeneration. Heals 15 hp when conscious at the beginning of each round. Whenever it takes poison, necrotic, or nonmagical iron weapon damage, this ability is suppressed until the end of its next turn.

Actions

Multiattack. Makes three melee or ranged attacks.

Storm grasp. Melee Spell Attack: One enemy within 5' takes 14 (4d6) lightning and 14 (4d6) thunder damage and loses their bonus action and reaction until the end of their next turn. A DC 16 dexterity save halves the damage and negates the action loss. This save has disadvantage if the target is in metal armor.

Long bow. Ranged Weapon Attack: +8 to hit, range 150/600, one target. Hit 8 (1d8 + 4) magical piercing + 14 (4d6) lightning. If the target takes any energy damage, they lose their bonus action and reaction until the end of their next turn.

Hunter's horn (recharge 5-6). Sounds a sonorous call which can be heard within 300 feet. Targets that cannot hear the call are immune.

  • Enemies within a 30 foot cone take 14 (4d6) thunder damage. Creatures which take the thunder damage are frightened for 1 minute, and while frightened blinded and deafened. A successful DC 16 wisdom save halves the damage and negates the fear, repeated at the end of each round, and grants immunity to the fear for 24 hours.
  • Allies who can hear the call can use their reactions to move up to half their speed and make a melee attack with disadvantage.

Bonus Actions

Call Wind (recharge 4-6). For one round, summons a 10' aura of gusting winds. Creatures entering or ending within the area take 3d8 bludgeoning damage (strength save DC 16 for half). Fog, smoke, and other gases cannot enter. Small or smaller flying creatures or objects cannot enter; ordinary projectiles automatically miss. Creatures in gaseous form cannot enter.

Reactions

Lightning riposte. Upon being hit by a melee attack by an enemy within reach, use storm grasp on that enemy.