Bertilak de Hautdeser “The Green Knight”
“Unravel the secrets of the enigmatic Green Knight: the mystical challenger who tests courage and honor in a world where chivalry faces its ultimate trial!”
- Alias: The Green Knight, Bertilak de Hautdesert
- Gender: Male
- Race: Human (with supernatural characteristics)
- Occupation: Knight, Lord of Hautdesert, Guardian of Nature
- Religion: Pagan (embodies natural and chivalric values, reflects themes of nature and renewal)
- Allies:
- Sir Gawain (temporarily during the quest)
- Lady Bertilak (his wife)
- His household (knights and servants of Hautdesert)
- Enemies:
- Those who disrespect chivalric values
- Any threats to the natural world or the honor of knighthood
- Abode/Base of Operations: The castle of Hautdesert, a lush, enchanted estate surrounded by nature
- Nationality: English (from Arthurian legends, set in medieval Britain)
- Languages: Middle English (and possibly Old French, given the historical context)
- Alignment: Neutral Good (upholds moral integrity and chivalric values)
- Affiliation(s):
- King Arthur’s court (as a knight)
- The chivalric code
- Significant Others:
- Lady Bertilak (his wife)
- The Green Lady (his role as a supernatural challenger)
The Green Knight is a legendary character from Arthurian literature, most notably featured in the 14th-century poem Sir Gawain and the Green Knight, attributed to an anonymous poet. He is a formidable and enigmatic figure who embodies the complexities of chivalry, honor, and the natural world. Known for his striking green skin and majestic presence, the Green Knight challenges the knights of King Arthur’s Round Table, forcing them to confront their values and the essence of true bravery.
Name and Origins
The Green Knight is known by the name Bertilak de Hautdesert in certain adaptations of the tale, reflecting his identity as the lord of the castle where Sir Gawain seeks refuge. He is often depicted as a mysterious, supernatural being, possibly a guardian of the natural world or an embodiment of the changing seasons. His origins suggest a deep connection to nature and the cycles of life and death, enhancing his role as both an antagonist and a guide.
The Challenge at Camelot
The Green Knight makes his dramatic entrance during a New Year’s feast at King Arthur’s court. Clad in vibrant green armor and carrying a massive axe, he evokes awe and trepidation among the knights. He challenges them to a game: any knight may strike him with his axe, but he must be allowed to return the blow in one year’s time.
Sir Gawain, the youngest and most humble knight of the Round Table, accepts the challenge, demonstrating his bravery and commitment to chivalric ideals. Gawain beheads the Green Knight in a single blow, only for the Green Knight to pick up his severed head and remind Gawain of their pact. This moment sets the stage for Gawain’s journey and the exploration of the nature of honor and heroism.
The Quest for Honor
The year passes swiftly, and Gawain embarks on his quest to find the Green Knight and fulfill his end of the bargain. His journey is filled with perilous trials that test not only his physical prowess but also his moral integrity. He faces various challenges, including treacherous landscapes and fierce creatures, each representing the inner struggles he must confront.
During his travels, Gawain arrives at the castle of Bertilak de Hautdesert, where he meets Bertilak, the lord of the castle, and his wife, Lady Bertilak. The castle serves as a place of refuge but also as a site of temptation. Gawain becomes embroiled in a series of tests orchestrated by Lady Bertilak, who attempts to seduce him. These encounters challenge Gawain’s loyalty and virtue, deepening the complexity of his character and highlighting the moral dilemmas knights face.
The Confrontation at the Green Chapel
After a year of trials and self-reflection, Gawain arrives at the Green Chapel, where the Green Knight awaits. The atmosphere is tense, filled with anticipation as Gawain prepares to face the consequences of his actions. The Green Knight appears imposing and formidable, symbolizing both nature’s power and the inevitability of fate.
In their encounter, the Green Knight delivers three blows. The first two are feigned, serving as tests of Gawain’s courage and integrity. The third blow lightly grazes Gawain’s neck, a symbolic act that reveals Gawain’s humanity and imperfections. This moment emphasizes that true honor lies not in being invulnerable but in embracing one’s flaws and demonstrating integrity even in the face of fear.
The Green Knight, through these actions, serves as both a challenger and a teacher, revealing the deeper meaning of honor and bravery. He embodies the idea that strength comes not only from physical prowess but from self-awareness and the acceptance of one’s vulnerabilities.
Achievements and Legacy
The Green Knight’s legacy is rooted in the profound lessons he imparts throughout the tale. He challenges the knights of Arthur’s court to reflect on their values and confront the complexities of honor. His actions encourage characters like Gawain to navigate the moral dilemmas inherent in the chivalric code, emphasizing that true bravery involves acknowledging one’s limitations and striving for personal growth.
The Green Knight is not just a symbol of challenge but also a guardian of nature and morality. He serves as a reminder that the ideals of chivalry must be balanced with humility, compassion, and an understanding of the interconnectedness of all life. His legacy continues to resonate through literature and modern adaptations, inviting new interpretations and discussions on the nature of heroism.
Character Traits and Motivations
The Green Knight is characterized by his imposing presence, wisdom, and an unwavering connection to nature. He is both fearsome and insightful, embodying the duality of strength and vulnerability. His green skin symbolizes renewal and the life force of the earth, while his role as a challenger reflects the importance of confronting one’s fears and moral dilemmas.
The Green Knight’s motivations are rooted in a desire to test the knights of Arthur’s court, pushing them to confront their flaws and embrace a deeper understanding of honor. He fears the degradation of chivalric values and the disconnect between humanity and the natural world. Through his challenges, he seeks to cultivate humility and self-awareness, urging those he encounters to embrace their humanity.
Conclusion
The Green Knight is a definitive character in Arthurian legend, representing the intricate interplay between nature, morality, and the chivalric code. His enigmatic presence invites exploration of the complexities of the human experience, urging individuals to confront their fears and aspirations. Through his challenges, the Green Knight reveals that true courage lies not in the absence of fear but in the unwavering commitment to honor and integrity, even amidst uncertainty. His enduring legacy continues to inspire new generations, encouraging reflection on the timeless questions of honor, bravery, and the nature of heroism.
The Green Knight
Medium Fey, Neutral Good
Armor Class: 18 (Natural Armor)
Hit Points: 180 (20d10 + 60)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 16 (+3) | 12 (+1) | 18 (+4) | 20 (+5) |
Saving Throws: Str +10, Con +8, Wis +10, Cha +11
Skills: Intimidation +11, Persuasion +11, Nature +8, Insight +10
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 16
Languages: Common, Sylvan
Challenge: 15 (13,000 XP)
Traits
- Fey Resilience: The Green Knight has advantage on saving throws against being charmed or frightened.
- Aura of Nature: All plant life within 60 feet of the Green Knight thrives. This aura provides a bonus of 5 feet to the movement speed of allies and allies can spend a bonus action to regain 5 hit points if they start their turn in this aura.
- Regeneration: The Green Knight regains 10 hit points at the start of his turn if he has at least 1 hit point remaining.
- Challenge Accepted: When the Green Knight is challenged to a duel, he may choose to automatically succeed on the first attack made against him in that duel.
Actions
Multiattack
The Green Knight makes three attacks: two with his Great Axe and one with his Green Flames.
Great Axe
Weapon Attack: Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 25 (3d12 + 5) slashing damage.
Green Flames
Ranged Spell Attack: Ranged Spell Attack: +11 to hit, range 120 ft., one target.
Hit: 27 (6d8) fire damage, and the target must succeed on a DC 18 Dexterity saving throw or be blinded until the end of their next turn.
Grasp of Nature (Recharge 5-6)
The Green Knight summons roots and vines from the ground. Each creature within a 30-foot radius of him must succeed on a DC 18 Strength saving throw or be restrained for 1 minute. A creature restrained by the vines can use its action to make a Strength check against the DC, freeing itself on a success.
Reactions
- Deflect Attack: When the Green Knight is hit by an attack, he can use his reaction to add +5 to his AC against that attack, potentially causing it to miss.
Legendary Actions
The Green Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Green Knight regains spent legendary actions at the start of his turn.
- Mighty Presence: The Green Knight forces one creature within 30 feet to make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the end of its next turn.
- Nature’s Call (Costs 2 Actions): The Green Knight summons a spectral animal (a wolf, bear, or eagle) that appears in an unoccupied space within 30 feet of him. The animal acts on its own and uses the statistics of a wolf, bear, or eagle, as chosen by the Green Knight.
- Heed My Challenge (Costs 3 Actions): The Green Knight can issue a challenge to one creature he can see within 60 feet. That creature must succeed on a DC 18 Charisma saving throw or be compelled to attack him on its next turn.
Lair Actions (If Encountered in His Lair)
On initiative count 20 (losing initiative ties), the Green Knight can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Thorny Vines: Vines and thorns erupt from the ground in a 20-foot radius centered on a point the Green Knight can see within 120 feet. Each creature in that area must succeed on a DC 18 Dexterity saving throw or take 10 (3d6) piercing damage and become restrained until the end of its next turn.
- Nature’s Wrath: The Green Knight calls upon the forces of nature. Each creature of his choice within 120 feet takes 14 (4d6) radiant damage as radiant energy bursts from the ground.
- Healing Mist: A mist fills a 30-foot radius sphere centered on a point the Green Knight can see within 120 feet. Each ally in that area regains 10 hit points.
Equipment
- Great Axe: A massive battle axe infused with natural magic, granting +2 to attack and damage rolls.
- Cloak of the Wilds: This magical cloak grants the wearer advantage on Dexterity (Stealth) checks made in natural environments and allows them to speak with plants once per day.
- Ring of Nature’s Embrace: This ring allows the Green Knight to cast Entangle once per day without expending a spell slot.
Background
Bertilak de Hautdesert, known as the Green Knight, is a fabled figure in Arthurian legends, embodying the themes of nature, challenge, and honor. As a protector of the forest and a noble warrior, he appears during the festive season, inviting knights to prove their valor. The Green Knight is a mysterious being, often viewed as a guardian of the natural world, and has the ability to challenge those who seek glory and honor in combat. His green skin and majestic presence serve as reminders of the deep connection between humanity and nature, while his legendary status inspires awe and fear in equal measure.
D&D 5E Epic Monsters: Green Knight
D&D 5E – Epic Monsters: Green Knight | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
His name sometimes changes depending on the story (along with a few other details), but they all establish the Green Knight as a central character to the Arthurian myths, a teacher of sacred things and tester of other Knights of the Round Table. During a Christmas feast he appears and challenges the court to a beheading game: strike him once with his axe, and a year later he’ll return the strike. King Arthur volunteers but Gawain insists otherwise then decapitates the Green Knight—who picks up his own head, puts it back on, and promises to meet again at the Green Chapel in a year’s time.
Their next meeting is sooner than Gawain realizes however as his host on the way to the declared site (Bertilak de Hautedesert) is actually the Green Knight. Gawain’s chastity and loyalty are tested while in Bertilak’s castle, resisting the seductions of his wife, and the warrior agrees to exchange prizes from hunting in the area nearby. When New Year’s Day arrives Gawain goes to the Green Chapel to honorably suffer what was promised—and the Green Knight spares Gawain three times before revealing his other identity.
This is also when he relates other information that changes based on the specific retelling (that he was sent by Morgan le Fay, or by his mother-in-law). One of the more interesting tales has him helping King Arthur fight a sprite loose in the castle, using a scroll of some kind to take control of it and send it back to attack its conjurer (King Cornwall).
Green Knight
Medium humanoid, lawful neutral
Armor Class 18 (plate)
Hit Points 102 (12d8+48)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 11 (+0) | 19 (+4) | 11 (+0) | 14 (+2) | 15 (+2) |
Saving Throws Con +7, Wis +5
Skills Deception +8, Insight +5, Perception +5, Persuasion +5, Religion +6
Condition Immunities charmed, frightened
Senses blindsight 30 ft., passive Perception 15
Languages English
Challenge 8 (3,900 XP)
False Identity. The Green Knight can remove his armor and assume his other identity as Bertilak de Hautedesert, gaining advantage on Charisma (Deception) checks made to conceal that he is the Green Knight.
Headless. The Green Knight can survive without his head.
Regeneration. The Green Knight regains 10 hit points at the start of his turn if he has at least 1 hit point.
Relic Worker. The Green Knight has advantage on Intelligence (Religion) checks made to interpret spell scrolls, and can use any divine spell scroll.
ACTIONS
Multiattack. The Green Knight attacks three times with his greataxe or handaxes.
Green Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) magical slashing damage. When the Green Knight scores a critical hit against a creature that has at least one head, the creature makes a DC 15 Strength saving throw or he cuts off one of its heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 slashing damage from the hit.
Handaxes (3). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
REACTIONS
Parry. The Green Knight adds 3 to his AC against one melee attack that would hit him. To do so, the Green Knight must see the attacker and be wielding a melee weapon.
Green Knight
Bertilak de Hautdesert, the Green Knight
Medium Fey (Extraplanar)
Hit Dice: 20d8 + 100 (230 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 28 (+4 Dex, +10 natural, +4 armor), touch 18, flat-footed 24
Base Attack/Grapple: +15/+26
Attack: +3 Great Axe +26 melee (3d6+12/19-20)
Full Attack: +3 Great Axe +26/+21/+16/+11 melee (3d6+12/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grasp of Nature, Spell-Like Abilities, Challenge Accepted
Special Qualities: Damage reduction 15/cold iron, fast healing 10, immunity to fear, resistance to fire 10, fey traits, spell resistance 28
Saves: Fort +17, Ref +16, Will +15
Abilities: Str 24, Dex 18, Con 20, Int 12, Wis 16, Cha 20
Skills: Intimidate +28, Diplomacy +24, Sense Motive +25, Knowledge (nature) +18, Handle Animal +24, Survival +25
Feats: Power Attack, Cleave, Great Cleave, Improved Sunder, Improved Critical (Great Axe), Weapon Focus (Great Axe), Iron Will, Combat Reflexes
Environment: Prime Material Plane (Mystical Forest)
Organization: Solitary or with forest creatures (1d4 dire animals or 1d6 awakened trees)
Challenge Rating: 16
Treasure: Standard plus magic items (see below)
Alignment: Neutral Good
Advancement: By character class
Level Adjustment: —
Combat Statistics
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 18 (+4) | 20 (+5) | 12 (+1) | 16 (+3) | 20 (+5) |
Special Abilities
Challenge Accepted (Su)
Once per day, when challenged to a duel (either verbally or through implied challenge), the Green Knight can choose to automatically survive the first blow delivered against him in combat, taking no damage. He can continue to fight afterward normally.
Grasp of Nature (Su)
Once per day, free action: The Green Knight summons vines and roots from the ground. All enemies within a 30-foot radius must make a DC 25 Reflex save or be entangled for 2d6 rounds. An entangled creature can break free with a successful Strength check (DC 25) or Escape Artist check (DC 30).
Regeneration (Ex)
The Green Knight has regeneration 10, only stopped by damage from cold iron or by decapitation. He regenerates lost limbs or can reattach a severed head after 24 hours unless cold iron is used.
Fast Healing (Ex)
The Green Knight heals 10 points of damage at the start of each of his turns.
Aura of Nature (Su)
Within a 30-foot radius around the Green Knight, plant life is imbued with unnatural energy. Allies within this area heal 5 hp per round if they spend a full round in contact with plant life. Any ally within the aura also receives a +2 bonus on all saving throws.
Spell-Like Abilities (CL 16)
- At will: Entangle (DC 16), Speak with Plants, Pass Without Trace
- 3/day: Wall of Thorns (DC 22), Call Lightning (DC 20)
- 1/day: Control Weather, Tree Stride
Caster Level: 16
Save DC: 10 + spell level + Cha modifier
Legendary Equipment
Green Knight’s Great Axe (+3 Great Axe)**
- Damage: 3d6 + 7 (+Str bonus)
- Critical: 19-20/x3
- Special Abilities: The Green Knight’s Great Axe is a magical weapon that functions as a +3 weapon. On a critical hit, it causes entangling roots to spring up around the target, forcing them to make a DC 20 Strength check or become entangled for 1d4 rounds.
Cloak of Verdant Power
- Description: A long, flowing green cloak that seems to shimmer like a canopy of leaves under sunlight. The cloak grants +4 natural armor, resistance to fire 10, and the ability to cast Pass Without Trace at will.
- Special: Once per day, the cloak allows the Green Knight to take on the form of a tree, as per the Tree Shape spell for up to 8 hours.
Ring of Nature’s Command
- Effect: The Green Knight can cast Awaken once per month as a spell-like ability, targeting either a plant or animal.
Tactics
The Green Knight is a tactical and patient warrior who embodies both chivalry and the forces of nature. He begins combat by using his Grasp of Nature ability to control the battlefield, entangling foes and forcing them to struggle against the terrain. He will challenge the strongest-looking enemy, engaging them in a duel, using his Challenge Accepted ability if necessary to turn the tide.
In battle, he utilizes his Great Axe in powerful cleaving attacks, often using Power Attack to deal massive damage. If pressed, he will summon Wall of Thorns to separate himself from ranged combatants, healing via his Regeneration and Fast Healing.
Lair Actions (If Encountered in His Forest)
When encountered in his mystical forest, the Green Knight can manipulate the environment to gain an advantage. On initiative count 20, the Green Knight can take one of the following lair actions:
- Call of the Forest: The Green Knight summons 1d4 Awakened Trees or 1d6 Dire Wolves to his aid. They arrive within 1d4 rounds and act immediately after his initiative.
- Forest Renewal: The Green Knight causes a 30-foot radius to rapidly regrow with thick underbrush. All creatures in the area must make a DC 18 Reflex save or become entangled. Movement through this area is reduced to 5 feet per round.
- Nature’s Reprieve: The Green Knight can cause all plants and trees within 100 feet to heal him and his allies for 2d8 hit points. This ability can only be used once per encounter.
Skills & Feats
The Green Knight is an expert at intimidation and diplomacy, reflecting his dual nature as both a challenging figure and a protector. His Knowledge (Nature) and Survival skills represent his deep connection with the natural world. With feats such as Power Attack, Cleave, and Great Cleave, he can deal devastating melee damage, while Combat Reflexes allows him to capitalize on enemies entering his reach.
Roleplaying Notes
Bertilak de Hautdesert is a character of deep honor and mystery, embodying both the ancient and mystical forces of the natural world and the chivalric values of the medieval knight. His motives are often cryptic, and though he revels in testing the valor and courage of others, he is also a protector and guardian of the land he inhabits. Despite his seemingly intimidating appearance, he operates with a strong moral code, never attacking unless provoked or challenged.
As a formidable adversary and possible ally, the Green Knight can serve as a memorable figure in any campaign, whether the party seeks to prove their honor or face a challenge that tests their strength, wisdom, and resolve.