
Character
The Green Knight
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Fey
- Race
- Half-Elf
- Class
- Druid
- Gender
- androgynous
- Alignment
- True Neutral
- Faction
- The Green Covenant
- Size
- Large
- Armor class
- 18
- Hit points
- 250
- Speed
- 30
- Challenge
- 15
- Experience
- 13000
- Languages
- Common, Elvish, Sylvan
- Senses
- Darkvision 60 ft., Truesight 30 ft., Passive Perception 18
- Skills
- Insight, Persuasion, Intimidation, Nature
Biography
Born of a human druid and an elven spirit of the wildwood, the Green Knight emerged from the deep forests as a living embodiment of nature's cycles—growth, decay, and eternal renewal—and took the name Bertilak when joining mortal society, though their true essence remained bound to the ancient Green Covenant, a pact between the old magic and those who would walk between worlds. Years of service in Lord Bertilak's castle taught them much about human nature, yet they grew weary of watching noble courts celebrate virtues they abandoned the moment fear took root, prompting them to petition Morgan le Fay, a fellow seeker of hidden truths, for the power to conduct a test that would strip away the comfortable masks of Camelot's finest. Through Morgan's enchantment, the Green Knight became something neither fully mortal nor spirit—a living paradox whose green flesh and verdant aura could not be permanently severed from life itself, making them the perfect instrument for a challenge that demanded honesty over heroics. Arriving at King Arthur's Midwinter feast with theatrical flair and unsettling courtesy, the Green Knight offered a bargain designed not to conquer or kill, but to expose the chasm between the public virtue and private fear that lived in every human heart, particularly in the heart of Sir Gawain, whom fate and Morgan's cunning had marked as the test's subject. Patient and amused, the Green Knight understands that true victory comes not from the fall of an axe but from the moment a person glimpses their own reflection in the mirror of their choices, and they are bound by honor—not to the rules of mortal combat, but to the older laws of bargains kept and truths revealed.
Attributes
Strength
20, modifier +5
Dexterity
16, modifier +3
Constitution
20, modifier +5
Intelligence
14, modifier +2
Wisdom
18, modifier +4
Charisma
22, modifier +6
Actions
Verdant Strike
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3d10 + 5 slashing damage and 2d6 poison damage.
Challenge of Honor
The Green Knight challenges a creature to a duel. The target must succeed on a DC 18 Wisdom saving throw or be compelled to accept the challenge.
Mocking Taunt
As a bonus action, choose one creature within 60 ft. It must succeed on a DC 18 Wisdom saving throw or have disadvantage on its next attack roll.
Nature's Grasp
The Green Knight summons vines in a 20 ft. radius. Creatures in that area must succeed on a DC 18 Strength saving throw or be restrained until the end of their next turn.
Headless Return
If the Green Knight is beheaded, it can use its reaction to retrieve its head and reattach it, regaining 50 hit points and repeating the terms of its challenge.
Abilities
Imposing Presence
Enemies within 30 feet have disadvantage on saving throws against fear.
Verdant Resilience
Regains 10 hit points at the start of its turn if it has at least 1 hit point.
Saving throws
strength
+10
dexterity
+8
constitution
+10
wisdom
+9
charisma
+12
Damage resistances
Poison
Necrotic
World connections