Shades of Eternity
Legend
Robin of Sherwood - Avatar of Herne the Hunter
Medium humanoid (human), neutral good (myth-bound)
“I do not serve kings. I serve the green.”
Armor Class
18 (Hood of the Green Man, preternatural agility)Hit Points
168 (24d8 + 48)Speed
40 ft., climb 30 ft.Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 14 (+2) | 12 (+1) | 18 (+4) | 16 (+3) |
Saving Throws
Dex +10, Wis +9, Con +7Skills
Athletics +7, Perception +9, Stealth +10, Survival +9, Insight +9, Acrobatics +10Damage Resistances
Piercing, slashing, and bludgeoning from nonmagical attacks while in forested terrainCondition Immunities
Charmed, frightened (while conscious)Senses
Darkvision 60 ft., tremorsense 30 ft. (in natural terrain), passive Perception 19Languages
Common, Sylvan, DruidicChallenge
CR 12 (8,400 XP)Proficiency Bonus +4
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Mythic Nature: Avatar of Herne
Robin is not merely empowered—he is inhabited. If Robin is reduced to 0 hit points in a forest, roll a d6. On a 4–6, he instead drops to 1 hit point and immediately triggers Herne’s Reclamation (see below). This can occur once per day.Traits
Herne’s Mark
As a bonus action, Robin marks a creature he can see within 90 ft. Until the mark ends (1 minute, concentration), Robin gains:- Advantage on attacks against the marked target
- The target has disadvantage on Stealth check
- The first hit each round deals an extra 2d8 psychic damage
Forest Is the Weapon
While in natural terrain, Robin may:- Take the Hide action as a bonus action
- Move through difficult terrain without penalty
- Ignore half and three-quarters cover provided by foliage
Shadow of the Green Man
Robin can move through lightly obscured areas (mist, foliage, shadow) as though they were not there. Attacks against him from beyond 30 ft. are made at disadvantage unless the attacker has truesight.**********************
Actions
Multiattack
Robin makes three attacks with the Horned Bow or two attacks with the Hunter’s Blade.Horned Bow of Herne
Ranged Weapon Attack: +10 to hit, range 150/600 ft., one targetHit: 11 (1d8 + 7) piercing damage plus 9 (2d8) psychic damage
If Robin has advantage on the attack, the target must succeed on a DC 17 Wisdom saving throw or be rooted until the end of its next turn (speed 0, vines and spectral antlers binding its limbs).
Sword of Wayland
Weapon (Longsword, Versatile)
Magic Melee Weapon Attack: +9 to hit, reach 5 ft., one targetHit:
- One-handed: 10 (1d8 + 7) slashing damage
- Two-handed: 11 (1d10 + 7) slashing damage
Plus 7 (2d6) force damage
Wayland’s Judgment
When Robin hits a creature with the Sword of Wayland, he may force the target to make a DC 17 Charisma saving throw.On a failure, the target is Marked by Fate until the end of its next turn:
- The target cannot benefit from advantage
- Reactions are suppressed
- If the target attempts to flee, it provokes opportunity attacks even if it normally would not
Call the Wild Hunt (Recharge 5–6)
Robin blows a horn carved from antler and bone. Up to three spectral hunters appear in unoccupied spaces within 60 ft. (use specter stat blocks with longbows instead of life drain).These hunters last for 1 minute, act on Robin’s initiative, and vanish if Robin is incapacitated.
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Bonus Actions
Vanish into Green
Robin becomes invisible until the start of his next turn or until he attacks, casts a spell, or leaves natural terrain.Reactions
Arrow from Nowhere
When a creature within 60 ft. moves, casts a spell, or makes an attack, Robin may make one Horned Bow attack against it.Legendary Actions (3/round)
Robin can take 3 legendary actions, choosing from the options below.Move Like a Ghost. Robin moves up to his speed without provoking opportunity attacks.
Loose Arrow. Robin makes one Horned Bow attack.
Invoke Herne (Costs 2 Actions). A 20-ft.-radius area becomes difficult terrain until the end of the next round, filled with whispering trees, antlers in shadow, and spectral roots.
Herne’s Reclamation (Mythic Reaction)
When this triggers, Robin releases a roar that is not entirely human. Antlers of green fire briefly crown his head.- All enemies within 30 ft. must succeed on a DC 17 Wisdom save or be frightened for 1 minute
- Robin regains 30 hit points
- The terrain within 60 ft. becomes heavily obscured by mist and foliage until the end of the encounter
Relics of the Green
Horned Bow of Herne (Artifact-level in myth)
Arrows fired from this bow always find the guilty. Creatures that have broken oaths, laws of hospitality, or sacred compacts take an extra 1d8 psychic damage.Hood of the Green Man
Grants advantage on Stealth checks and allows limited invisibility in natural terrain.Sword of Wayland
The Sword of Wayland cannot be taken from Robin while he lives.If disarmed, it reappears in his hand at the end of his next turn, accompanied by the sound of hammer on anvil echoing faintly through the trees.
The Horn of the Wild Hunt
Cannot be blown indoors. When sounded beneath open sky, the forest listens.*******************************
I couldn't resist after I found out about that miserable attempt in the forest oracle.
so enjoy and feel free to suggest how to tweak it.
I just wanted it to exist.

