“Hiisi: The Corrupted Grove Warden of Fey Horror and Forest Wrath”
“Corrupted Finnish forest spirits transformed into antlered fey of vengeance and decay.”

Twisted from forgotten forest gods into antlered fiends of bark and stone, the Hiisi are vengeful fey who haunt desecrated groves, wielding nature’s wrath to punish all who trespass upon their cursed domains.
Appearance
A Hiisi looms like the forest itself given hateful form—its skin rough as ancient bark, veins glowing with mosslight, and eyes burning like coals beneath a crown of antlers tangled with bone and ivy. Its movements are slow and deliberate, as if the weight of centuries presses on every stride, yet when roused to fury, it surges with terrifying speed, the forest shifting to match its rage.
Behaviour
Patient and territorial, Hiisi act as both hunter and judge, stalking intruders through mist and silence. They toy with prey using illusions, echoes, and the forest’s whispers before striking with calculated brutality. Revered by lesser spirits and feared by beasts, they enforce a cruel balance—punishing desecration, yet thriving on it.
Habitat
Hiidet dwell in remote, liminal places where the boundary between the mortal and spirit realms frays: shadowed forests, moss-draped cairns, drowned shrines, and stone altars reclaimed by the earth. Wherever a sacred site is defiled or forgotten, a Hiisi may rise to claim it, warping the land into a reflection of its twisted divinity.
Modus Operandi
Preferring ambush and control to open combat, a Hiisi manipulates its environment—animating roots, summoning storms, and commanding beasts corrupted by its presence. It vanishes into mist or merges with trees to strike from unexpected angles, wielding nature’s fury as both weapon and shield.
Motivation
Once benevolent guardians of sanctified groves, Hiisi are driven by ancient memory and unending spite. They seek not only to punish those who defile the wild but to reclaim the world for the primal and forgotten. Each desecrated shrine they haunt becomes both prison and altar—a living wound in the land that bleeds vengeance.
Hiisi 5e 2024
Hiisi, Pathfinder
Hiisi 3.5
Hiisi

Large Fey (Corrupted Nature Spirit), Chaotic Evil
Armor Class 17 (natural bark-like armor)
Hit Points 190 (20d10 + 80)
Speed 40 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 18 (+4) | 12 (+1) | 18 (+4) | 15 (+2) |
Saving Throws: Str +8, Con +7, Wis +7
Skills: Perception +7, Stealth +5, Survival +7, Nature +4
Damage Resistances: Cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Poisoned
Senses: Darkvision 120 ft., tremorsense 30 ft., passive Perception 17
Languages: Sylvan, Elvish, understands Common but rarely speaks
Challenge: 9 (5,000 XP)
Innate Spellcasting (Nature)
The Hiisi’s innate spellcasting ability is Wisdom (spell save DC 15). It can cast spells without components:
- At will: druidcraft, entangle, detect magic, fog cloud
- 3/day each: call lightning, dispel magic, plant growth, speak with animals
- 1/day each: wall of thorns, insect plague, greater invisibility (self only)
Corrupted Grove Aura
A 60-foot radius around the Hiisi is considered desecrated ground.
- Difficult terrain for non-fey creatures.
- Beasts within the area are charmed by the Hiisi unless they succeed on a DC 15 Wisdom saving throw each turn.
- Plants and roots animate slightly, shifting to hinder intruders.
While within this aura, the Hiisi regains 10 hit points at the start of its turn.
Actions
Multiattack. The Hiisi makes two Slam attacks, or one Slam and one Root Snare.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) poison damage.
Root Snare (Recharge 5–6). The Hiisi calls upon the grove’s wrath, causing roots to erupt in a 20-foot radius:
- Each creature of the Hiisi’s choice must succeed on a DC 15 Strength saving throw or be restrained.
- Restrained creatures take 10 (3d6) bludgeoning damage at the start of their turns.
- A restrained creature can use its action to attempt another Strength check to break free.
Wrath of the Forgotten Shrine (1/day). The Hiisi channels the grove’s ancient fury:
- All non-fey creatures within 30 feet must make a DC 15 Constitution saving throw.
- On a failed save, a creature takes 27 (6d8) radiant or necrotic damage (Hiisi’s choice) and is frightened until the end of the Hiisi’s next turn.
- On a successful save, a creature takes half damage and is not frightened.
Reactions
Nature’s Retaliation. When the Hiisi takes damage from a creature within 30 feet, it can lash nearby roots or stones:
- The attacker must make a DC 15 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be prone.
Legendary Actions
The Hiisi can take 2 legendary actions, only one at a time, at the end of another creature’s turn. Spent actions are regained at the start of its turn.
- Whispering Woods. Haunting whispers unsettle enemies. Each creature in a 30-foot area must succeed on a DC 13 Wisdom saving throw or be frightened until the end of their next turn.
- Move Through Trees. The Hiisi melds into a tree and reappears in another tree within 60 feet without provoking opportunity attacks.
- Vine Lash (Costs 2 Actions). A 20-foot line of thorned vines lashes out; creatures must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) slashing damage and be pulled 10 feet toward the Hiisi.
Tactics and Combat Style
The Hiisi favors ambushes within its corrupted grove, using terrain and magical control to isolate and weaken foes. It begins combat by casting fog cloud or entangle, forcing enemies into clustered positions, then immobilizes with Root Snare. It punishes ranged attackers with call lightning or wall of thorns, while closing in to strike with Slam. When threatened, it retreats using Move Through Trees, regenerates within its aura, and returns to strike from unexpected angles.
Role
Territorial ambush predator, forest guardian, and environmental manipulator; ideal as a mid- to high-level wilderness encounter. Hiisi challenge parties not only with raw strength but with battlefield control and magical manipulation of their cursed domains.
Lore
Once sacred wardens of Finland’s ancient groves, Hiidet (plural) were corrupted by forgotten rites and human desecration. Twisted by centuries of neglect and malice, a Hiisi now embodies the forest’s wrath—part spirit, part monstrous guardian—seeking to punish trespassers and reclaim lost sanctity. Legends tell of travelers lured into cursed woods, where roots and stones shift to ensnare them, leaving only whispers and footprints behind.
Hiisi

Large Fey (Corrupted Nature Spirit), Chaotic Evil
CR 9; XP 6,400; Init +2; Perception +17
Senses: darkvision 120 ft., tremorsense 30 ft.
Defense
AC 24, touch 12, flat-footed 22 (+8 natural, +2 Dex, +4 size); HP 145 (15d10+60)
Fort +9, Ref +5, Will +10; DR 5/magic; Immune poison; Resistances cold 10; SR 17
Offense
Speed 40 ft., climb 30 ft.
Melee slam +14 (2d8+5 plus 1d6 poison); Full Attack: 2 slams +14 (2d8+5 plus 1d6 poison)
Special Attacks: root snare, wrath of the forgotten shrine
Spell-Like Abilities (CL 9th; concentration +7): at will — druidcraft, detect magic, entangle, fog cloud; 3/day — call lightning, dispel magic, plant growth, speak with animals; 1/day — wall of thorns, insect plague, greater invisibility (self only)
Statistics
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 18 (+4) | 12 (+1) | 18 (+4) | 15 (+2) |
Base Attack/Grapple +15/+20; Space/Reach 10 ft./10 ft.; Feats: Power Attack, Improved Initiative, Combat Reflexes, Weapon Focus (Slam)
Skills: Perception +17, Stealth +8, Survival +15, Knowledge (nature) +12, Spellcraft +10
Special Abilities
Corrupted Grove Aura (Su): 60-ft radius. Difficult terrain for non-fey; animated plants hinder movement; beasts are charmed (Will DC 15 negates). Hiisi regenerates 5 HP per round while in its grove.
Root Snare (Su): Standard action. Roots erupt in a 20-ft radius. Creatures must succeed on DC 15 Strength check or become entangled and take 3d6 bludgeoning damage each round until freed. Recharge 1–4 rounds.
Wrath of the Forgotten Shrine (Su, 1/day): Non-fey within 30 ft. must succeed on DC 15 Constitution save or take 6d8 radiant or necrotic damage (Hiisi’s choice) and be frightened for 1 round. Success halves damage.
Nature’s Retaliation (Ex): Immediate action when damaged by a creature within 30 ft.; target must succeed on DC 15 Reflex save or take 2d8 bludgeoning damage and be prone.
Combat Tactics
Hiisi prefers ambush in dense or corrupted groves, opening combat with fog cloud or entangle to control movement. It immobilizes priority targets with Root Snare, punishes ranged foes with call lightning or wall of thorns, and engages in melee only when advantageous. When wounded, it retreats into trees or difficult terrain, regenerating within its grove before striking again.
Role
Territorial ambush predator, forest guardian, and environmental manipulator; mid- to high-level wilderness encounter challenging parties with both brute strength and tactical control.
Lore
Hiidet were sacred wardens of ancient Finnish groves. Corrupted by human desecration, they now embody the forest’s wrath. Legends tell of travelers vanishing in cursed woods as roots and stones move to ensnare them. Each Hiisi binds itself to a sacred site, making its domain a twisted reflection of the grove it once protected.
Hiisi

Large Fey (Corrupted Nature Spirit), Chaotic Evil
Hit Dice: 15d8+60 (127 hp)
Initiative: +2
Speed: 40 ft., climb 20 ft.
Armor Class: 22 (+8 natural, +2 Dex, +2 size), touch 12, flat-footed 20
Base Attack/Grapple: +15/+23
Attack: Slam +15 melee (2d8+5 plus 1d6 poison)
Full Attack: 2 Slams +15 melee (2d8+5 plus 1d6 poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Root Snare, Wrath of the Forgotten Shrine
Special Qualities: Corrupted Grove Aura, Darkvision 120 ft., Tremorsense 30 ft., DR 5/magic, Poison Immunity, Cold Resistance 10, SR 17
Statistics
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 18 (+4) | 12 (+1) | 18 (+4) | 15 (+2) |
Saves: Fort +10, Ref +6, Will +9
Skills: Hide +8, Move Silently +8, Knowledge (nature) +12, Perception +17, Survival +15
Feats: Power Attack, Weapon Focus (Slam), Combat Reflexes, Improved Initiative
Poison:
Type: injury; Save: Fort DC 16; Frequency: 1/round for 6 rounds; Effect: 1d6 Con; Cure: 2 consecutive saves
Special Abilities
Corrupted Grove Aura (Su):
- Radius: 60 ft.
- Difficult terrain for non-fey; animated plants hinder movement.
- Beasts are charmed (Will DC 15 negates).
- Regenerates 5 hp/round while in grove.
Root Snare (Su):
- Standard action. Roots erupt in a 20-ft radius.
- Targets must succeed on DC 15 Strength check or become entangled (3d6 bludgeoning damage each round until freed).
- Recharge 1–4 rounds.
Wrath of the Forgotten Shrine (Su, 1/day):
- All non-fey within 30 ft. must succeed on DC 15 Fortitude save or take 6d8 radiant or necrotic damage (Hiisi’s choice) and be frightened for 1 round.
- Successful save halves damage and negates frightened.
Nature’s Retaliation (Ex):
- Immediate action when damaged by a creature within 30 ft.
- Target must succeed on Reflex DC 15 or take 2d8 bludgeoning damage and be knocked prone.
Combat Tactics
Hiisi prefers ambush in forests or corrupted groves, opening combat with Entangle or fog. It uses Root Snare to immobilize priority targets, attacks ranged enemies with spells or environmental hazards, and engages in melee only when advantageous. Retreats using climb speed and difficult terrain to recover before re-engaging.
Spell-Like Abilities (CL 9th, caster level 9th)
- At will: druidcraft, detect magic, fog cloud, entangle
- 3/day: call lightning, dispel magic, plant growth, speak with animals
- 1/day: wall of thorns, insect plague, greater invisibility (self only)
Role
- Territorial ambush predator, forest guardian, and environmental manipulator
- Mid- to high-level wilderness encounter, challenging parties with battlefield control and brute force
Lore
Hiidet were once sacred wardens of Finnish groves. Corrupted by human desecration, they now embody the forest’s wrath. Legends tell of travelers vanishing in cursed woods, as roots and stones animate to ensnare them. Each Hiisi binds itself to a sacred site, making its domain a twisted reflection of the grove it once protected.
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