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Peoples · Crown of Thorns

Firbolgs

D&D reference

Firbolgs are referred to in D&D as giant-related humanoids of fey origin. It is common for them to be calm, community-oriented, and nature-protective characters. Nature-fey themed abilities such as cloaking, animal/plant communication, brief invisibility, or magic perception are good starting points when turning this entry into a playable character or NPC.

Fey heritage, not a gate obligation

A Firbolg’s Fey connection is not an obligation to cross a gate or citizenship in a court. Families in Root groves preserve living Echo-Root thresholds while continuing their own history in Avarra. A Firbolg character may never have seen Rootbeyond and still be responsible for an old hospitality oath held by their grove.

Canonical record

Firbolgs live in the Root groves of the Crown of Thorns, boreal forests, and freestanding sanctuaries. Rather than a biological household, the family is a community that shares responsibility for the same grove.

The dead are delivered to mushroom gardens. It is a serious crime to disrupt the animal migration, water system or grave memory of an area. Just because they look calm doesn't mean they are passive.

Firbolg Grove Warden

Medium humanoid (Firbolg), usually neutral disposition

Defense 14 (natural armor)

Hit Points 76 (9d8 + 36)

Speed 9 m.

POWER 18 (+4)
ENGLISH 11 (+0)
DAY 18 (+4)
ZEK 12 (+1)
COMP 17 (+3)
SNOW 14 (+2)

Saves Strength +6, Cog +5

Skills Nature +5, Animal Care +5, Medicine +5

Senses passive Perception 13

Languages Common Tongue, Giant, Sylvan

Threat 4 · Experience Award 1,100 • Proficiency Bonus +2

Features

Hidden Step (2/Day). As a bonus action, the Watchman becomes invisible until the start of his next turn. Invisibility ends when you attack or use magic.

Strong Structure. Carrying and pushing capacity are calculated as if one body size were larger.

Wood Tongue. The guard can exchange simple ideas with animals and plants.

Actions

Multi Attack. The guard makes two attacks with his oak staff.

Oak Wand. Melee Weapon Attack: +6 to hit, range 3 m., one target. Hit: 11 (2d6 + 4) crushing damage.

Mushroom Breath (Recharge 5–6). Watchman releases spores into a 15-foot cone. If creatures fail a GM 14 Fortitude save, they take 10 (3d6) poison damage and are poisoned until the end of their next turn; Takes half damage on a success.