Thornbloods
D&D reference
The Thorns are a people native to Avarra; In default D&D, the closest game frameworks are Firbolg, Satyr, and plant-fey themed creatures. With features such as mechanical durability, thorny close defense, vegetative concealment or short-term rooting; In the narrative, fey can be used as humanoids.
Avarran origin and the Root Compact
Thornbloods are native to Avarra; Fey aesthetics or the Root Compact do not make them arrivals from Rootbeyond. They may be important witnesses in the Crown of Thorns’ law around living thresholds, but that role cannot be reduced to military citizenship. The Hornless Army’s demand for equal citizenship also rejects making gate keeping anyone’s compulsory identity.
Canonical record
Thornbloods are ancient humanoids that do not have animal characteristics, but have shells, leaves, woody horns and thorn protrusions. They form the bulk of the Crown of Thorns army.
Their body growth may vary with environment, age and task rather than family. Cutting off horns or branches signifies mourning, punishment, or military discipline. The Hornless Army is an equal citizenship movement against the imposed military caste identity.
Spiny-Blooded Border Officer
Medium humanoid (Thorn-blooded), any disposition
Defense 17 (shell armor, shield)
Hit Points 68 (8d8 + 32)
Speed 9 m.
Saves Strength +5, Day +6
Skills Athletics +5, Perception +4, Survival +4
Damage Resistances poison
Senses passive Perception 14
Languages Common Tongue, Elvish
Threat 4 · Experience Award 1,100 • Proficiency Bonus +2
Features
Barbed Striker. A creature that hits the officer with an unarmed or natural attack within 5 feet takes 4 (1d8) piercing damage.
Rooting. Roots in the ground as a bonus action. He cannot be moved by force until the start of his next turn and gains advantage on Strength saves; speed becomes 0.
Jungle Discipline. Allies within 10 feet gain +1 to saves against fear.
Actions
Multi Attack. The officer makes two attacks with his thorn spear.
Thorn Spear. Melee Weapon Attack: +5 to hit, range 3 m., one target. Hit: 10 (1d10 + 3 plus 1d4) piercing damage.
Walking Wall (Recharge 5–6). The Officer and up to three allies within 10 feet move without provoking an attack of opportunity up to 15 feet and gain +2 to their Defense until the start of their next turn.