Large
Fey
CR 4
Neutral Evil
Eldergnarl
Corrupted Grove Warden
A hulking fusion of ancient oak and vengeful forest spirit, the Eldergnarl stands like a walking copse of brambles and knotted roots. When it moves the ground drinks a sap-sour scent and tangled vines lash out to drag trespassers beneath its bark; its hollow, leaf-strewn face whispers the names of those who felled trees long ago. More cunning than a simple treant and more relentless than a wild predator, an Eldergnarl stalks the margins of ruined groves, ambushing with sudden bursts of thorn-lash and then melting back into the undergrowth, leaving victims entwined and drained of warmth.
Armour
14
natural armor (thick bark)
Hit points
77
9d10+27
Speed
30ft
Challenge
4
1,100 XP
STR
18
+4
DEX
10
+0
CON
16
+3
INT
8
-1
WIS
14
+2
CHA
10
+0
Saving throws
STR +6
Skills
Stealth +4, Perception +4
Resistances
piercing from nonmagical attacks
Condition immunities
charmed
Senses
darkvision 60 ft., passive Perception 14
Languages
Sylvan, understands Common but can't speak
Multiattack. The Eldergnarl makes two Slam attacks or one Slam and one Thorn Lash.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. If the target is a creature Large or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone and restrained by grasping root-fingers until it uses an action to free itself (DC 13 Strength check).
Thorn Lash. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 11 (2d6+4) piercing damage, and the target takes 3 (1d6) necrotic damage as the vines leech vitality. On a hit the target must succeed on a DC 13 Strength saving throw or be restrained by writhing vines (escape DC 13). A restrained creature takes 3 (1d6) necrotic damage at the start of each of the Eldergnarl's turns until it escapes.
Barkward Rebuke. When a creature within 5 feet hits the Eldergnarl with a melee attack, the attacker takes 4 (1d8) piercing damage from splintered bark.
Eldergnarls are said to form where a grove has been desecrated repeatedly—where axes bite, fires scorch, or bitter oaths are sworn under ancient roots. A single tree, steeped in grievance and touched by fey hunger, can blossom into an Eldergnarl over decades, its spirit knitting itself to the living wood and to the bones of the forest. They are not mindless defenders: an Eldergnarl keeps the ledger of harm done to its domain, marking the scent of those families or parties who caused injury and returning again months or years later to settle scores. Hunters and rangers tell of the Braewatch Circle, a loose confederation of hedge-mages and wardens who catalog corrupted groves. The scholar Vessan Hork of Gildenwort documented three confirmed Eldergnarls in his Compendium of Withered Rings, noting that each bore a distinct pattern of thorns and a favored hunting ground (a stream, a fallen barrow, a ruined shrine). Folktales warn that if an Eldergnarl claims a grove, the local wildlife either flees or becomes furtive and watchful—deer that once grazed bend their heads and avoid a particular clearing, and foxes will dig claustrophobic burrows and keep watch for the rustle of vines.
Imagine a tree collapsed into a crouch: a torso of warped heartwood ringed with living, twisted bark, shoulder-branches like stunted antlers, and dozens of wiry vines that end in hooked thorns. Its 'face' is a hollow knot rimmed with moss and pale leaves, and two faintly glowing fungal eyes sit deep within the cavity. The surface of its bark is scarred with old axe wounds, sap-streaked and polished to a sheen in places where hands once gripped. Roots coil like muscular legs, ending in root-fingers that curl around rocks. Scale: roughly the height of a doorway when crouched and as broad as two men; tangled vines trail behind it and can wrap a human waist easily.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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