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Tuesday, February 24, 2015

Green men

The road plunged into the mist filled gullie. The sides of the path were thick with a wide variety of leafy plants that grew thick, limiting line of sight even more than the mist.

"Are we really going through there?" Feris sighed.

"That's where the road goes, and we need to get on..." Allianora fidgeted in her saddle. "It smells... spicy?"

Nimble breathed deeply "It smells like an opium den"

"Maybe we should go around" Rathgar grumbled. "But according to the map, it's going to add days to the trip."

"I think it's better than going into that, don't you?" Nimble asked.

From within the mist, glassy eyes blinked slowly, and gills breathed out another puff of mist.



Green Men
Armor Class: 8
Hit Dice: 2* (S)
Move: 90' (30')
Attacks: Claw/Claw
Damage: 1d3/1d3
No. Appearing: 2d6 (2d8x4)
Save As: D1
Morale: 7
Treasure Type: C
Intelligence: 8
Alignment: Neutral
XP Value: 25

Green Men are related to lizard men, but like pandas they have abandoned meat eating in favor of a plant based diet. As they did not evolve for a herbivorous life, the digestive repercussions are unique. The Green Men constantly release an intoxicating gas. Any area inhabited by Green Men quickly becomes saturated with the gas, and anyone entering the area must make a saving throw vs poison every turn or spend the turn incapacitated, able only to move at half speed, and suffering a -6 penalty to armor class and any action that would require a roll. Thankfully, Green Men are both cowardly and generally non-violent. That doesn't stop them from gnawing on a hapless mammal that becomes overly intoxicated in their midst.

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