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Peoples · Crown of Thorns

Wood Elves

Elven branch influential in the foreign policy, archives, and major settlements of the Crown of Thorns.

Fey connection

Wood Elves read Fey heritage not as proof of belonging to Rootbeyond, but as a long responsibility to the forest. Some archive families in the Crown of Thorns keep records of living thresholds, while frontier groves resist those records becoming a claim of ownership over a gate. A Wood Elf may have dealings with a free court, but it is not citizenship shared by the whole people.

Canonical record

The Wood Elves are not a single forest nation. Crown Elves of the Crown of Thorns are strong in government and archival affairs; frontier rangers and independent hunting societies live more locally.

Due to their long lifespans, they can make a settlement lasting several generations temporary for humans. They measure the impact of treaties in centuries rather than decades. Their closeness to nature does not automatically mean that they are egalitarian; There are families in the Crown of Thorns who defend their political superiority as a sacred order.

Wood Elf Root Guardian

Medium humanoid (Elf), any disposition

Defense 15 (leaf armor)

Hit Points 52 (8d8 + 16)

Speed 10.5 m.

POWER 11 (+0)
ENGLISH 17 (+3)
DAY 14 (+2)
ZEK 12 (+1)
COMP 16 (+3)
SNOW 12 (+1)

Saves Turn +5, Detect +5

Skills Perception +7, Nature +3, Stealth +7, Survival +5

Senses darkvision 18 m., passive Perception 17

Languages Common Tongue, Elvish, Sylvan

Threat 3 · Experience Award 700 • Proficiency Bonus +2

Features

Fey Origin. The Warden has advantage on saves against being charmed; magical sleep does not affect him.

Lost in the Forest. The Guardian can take the Hide action in light natural cover.

Root Warning. The Guardian knows the movement of a Large or larger creature within 30 feet when touching the ground.

Actions

Multi Attack. The guard makes two attacks with his longbow or root spear.

Long Spring. Ranged Weapon Attack: +5 to hit, range 45/180 m., one target. Hit: 7 (1d8 + 3) piercing damage.

Root Spear. Melee Weapon Attack: +5 to hit, range 1.5 m., one target. Hit: 8 (1d10 + 3) piercing damage.

Vine Grasp (Recharge 5–6). The 3-meter area within 12 meters is filled with vines. Creatures in the area are subdued if they fail a GM 13 Strength save. A creature can repeat the save with an action.