0/0

    Green Lady of Wahiawā Gulch

    Medium undead, chaotic neutral

    Armor Class 14 (moss-grown natural armor)

    Hit Points 60 (8d8 + 24)

    Speed 30 ft., climb 20 ft.

    STR 12 (+1) · DEX 15 (+2) · CON 16 (+3) · INT 10 (+0) · WIS 13 (+1) · CHA 17 (+3)

    Saving Throws Wis +3, Cha +5

    Skills Perception +3

    Damage Resistances necrotic, poison

    Condition Immunities charmed, frightened, poisoned

    Senses darkvision 60 ft., passive Perception 13

    Languages Common, Hawaiian; understands Sylvan but can’t speak

    Challenge 2 (450 XP)

    Traits

    Moss-Shroud. While in dim light or natural undergrowth, the Green Lady has advantage on Dexterity (Stealth) checks.

    One with the Gulch. Difficult terrain consisting of plants costs the Green Lady no extra movement, and she can move through non-magical plants as if they were difficult terrain (she can’t end her turn inside them).

    Luring Voice. The Green Lady can perfectly mimic any humanoid voice she has heard. A creature that hears the voice can tell it is an imitation with a successful DC 13 Wisdom (Insight) check.

    Actions

    Multiattack. The Green Lady makes two Claw attacks.

    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) necrotic damage.

    Grief-Filled Gaze (Recharge 5–6). The Green Lady fixes her sorrowful eyes on one creature she can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened creature is paralyzed while the Green Lady is within line of sight. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. On a successful initial save, the creature is immune to the Green Lady’s Grief-Filled Gaze for 24 hours.

    Whispering Lure. The Green Lady chooses up to three creatures she can see within 60 feet that can hear her. Each target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed this way, the creature is incapacitated and must use all its movement on each of its turns to move toward the Green Lady by the safest route it can find. The charmed creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on a success. The Green Lady can maintain only one Whispering Lure at a time.

    Reactions

    Sorrow’s Retort. When the Green Lady is hit by a melee attack, she lets out a wailing shriek. The attacker must succeed on a DC 13 Wisdom saving throw or take 5 (1d10) psychic damage. A creature that succeeds on the save is immune to Sorrow’s Retort for 24 hours.

    Lore

    The ghost of a woman with green skin and dagger-like teeth who kidnaps children.

    It is crucial to distinguish the Hawaiian Green Lady from European ghosts that share the same title (for example, the Green Ladies of Scottish castles such as Fyvie). European Green Ladies are typically spirits of noblewomen who retain human shape and dress.

    Legend of the Green Lady In the town of Wahiawa—a small community that, like many others, turns in early because its people rise before dawn—one thing sets the place apart: a ravine just past the botanical garden that, after nightfall, grows darker than the deepest jungle. One day a woman who loved taking her children to the garden, spending whole days there with them, chose a shortcut trail that avoided the bridge and the traffic. A light rain was falling, and in the mist the path seemed to disappear. With it, her youngest child vanished. She called his name until her voice failed and searched until evening. Grief-stricken, she returned to town for help, but everyone who heard her only sighed and looked away; no one enters the ravine at night, and no one agreed to go with her.

    From Oceanian Bestiary 5E, p. 34 · Fern Flower Press