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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.