Playable Monster Races in D&D: the Gnarlborn - Haunted Treants
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=AuryVcZdp4Y
Transcription
There are kind two ends of the spectrum for D&D races.
There’s Story-specific races: These come with a strong, built-in narrative that fits specific campaign worlds or settings, that almost tells you how to play them.
Then there’s more Flexible races. These are much easier to slot anywhere because they don’t necessarily come with an expected tone or backstory. You can sort of fit them into any campaign with ease – like playing a human.
Some D&D player races feel like they’re built for a specific kind of story. Others feel flexible enough to drop into almost any campaign. Gnarlborn from Crooked Moon… sit somewhere in between—and that’s kind of what makes them interesting. They have strong flavor, but they aren’t restrictive for your campaign. They come with built-in lore that gives you instant roleplay direction, but they aren’t so specific that you can only play them in your Crooked Moon campaign.
Welcome back to Eternity TTRPG.

As you can already tell, today we’re looking at a lesser-known player option for playable races, which is the Gnarlborn from Crooked Moon.
If you’ve seen my other videos on the topic, Crooked Moon has become one of my favorite D&D settings of all-time. We’re going through each of the races presented in Crooked Moon, and today getting to the treant-like Gnarlborn.
Starting with the basics, Gnarlborn are – well, born – from the soil of a region called Ardengloom, a forest that’s less “peaceful woodland,” and more “haunted, thinking ecosystem.”
The forest itself is filled with these massive trees called Elderwoods—each one housing lingering Fey spirits. Gnarlborn commune with these spirts and Elderwoods, forming an intricate and well-connected forest community.
So yeah, you’re playing basically “a tree person.” But you’re also playing something that exists in a constant, low-level conversation with ancient, possibly unreliable spirits. That alone gives you a strong roleplay hook without needing a complicated backstory, as your tie to those spirits, and who/ what they are could gain any level of depth that you’d like, over the course of a campaign – or even a few adventures.
Visually, Gnarlborn are humanoid, but like the trees in your yard, everything about them is asymmetrical—branches, moss instead of clothing accents, glowing hollows where a face might be.
No two look the same. Some might feel ancient and slow, while others might come across as curious or even a little disconnected—like they’re only partially focused on the present.
And since they can live for hundreds—sometimes thousands—of years, you can decide how much that actually affects your character. Are they wise because of their age, or are they just... slow?
Ok, when it comes to core mechanics, let’s talk about what you actually get—because this is where Gnarlborn become very usable.
First, we have: Deep Roots
You get advantage on checks and saves to avoid being moved or knocked prone. This is simple, but it can be very useful against certain enemies.
Next is: Elderwood Whispers
After every long rest, you can pick up a new skill, tool proficiency, or even a language. Temporarily. This is probably the most interesting trait the Gnarlborn have. It’s not flashy, but it gives you day-to-day adaptability, which can be nice. It rewards players who like planning ahead—or improvising, based on expected challenges for the day.
Third, we have what may be the Gnarlborn’s most *potentially powerful effect, which is: Grasping Branches
As a Bonus action, you restrain a creature if they fail a Strength save. Or slow them if they succeed. The main issue here is the saving DC isn’t very high (it’s 8, plus your Constitution modifier, plus your proficiency bonus). But! Even on a successful save, the creature has half speed for a turn.
So, grasping branches can be decent battlefield control without requiring you to be a spellcaster. And because this effect recharges on a short rest, you may just actually use it.
It’s not overwhelming—but it’s consistently useful.
Root Sense gives you tremorsense out to 60 feet. So, the ability to find Invisible enemies, Creatures behind walls, etc.
And lastly, you have: Towering Size
Which gives you advantage to end being grappled, and – if your group actually tracks carrying capacity, you can in fact carry more stuff.
Nothing flashy—but admittedly, very practical.
Playing a Gnarlborn definitely isn’t for every player. They don’t provide anything to spike damage, or even do anything unpredictable, really. But you are resisting disruption, controlling space, and adapting between sessions. They fit really well in parties that need consistency rather than specialization.
From the roleplaying side, Gnarlborn also work really well in campaigns that lean into:
- Fey themes,
- Haunted environments,
- or Long timelines with ancient histories since they naturally connect to all of those.
Gnarlborn feel connected to something bigger: whether that’s the Elderwoods, nature, fey-touched spirits, or an ancient grove deep in the dark woods.
So, if you were to play a Gnarlborn, what direction would you take your character? Would you pick them for their subtle combat control, or more to explore their connection with the wilds?
Whether you’ve played them in a campaign already, or you have ideas for what you might like to try, let me know in the comments.
Thanks for watching, and I’ll catch you in my next Crooked Moon race guide.
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Author - Jacob Tegtman
Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.
I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.
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