Green People
| Statistic | Value |
|---|---|
| Climate/Terrain | Any non-arctic |
| Frequency | Very Rare |
| Organization | Tribal |
| Activity Cycle | Day |
| Diet | Omnivore |
| Intelligence | Low to Super Genius (3-18) |
| Treasure | (B) |
| Alignment | Neutal or Neutral Good |
| No. of Appearing | 2-20 |
| Armor Class | 10 |
| Move | 12 |
| Hit Dice | 3 |
| THAC0 | 17 |
| No. of Attacks | 1 |
| Damage/Attack | By weapon type |
| Special Attacks | See below |
| Special Defenses | Shape change |
| Magic Resistance | Nil |
| Size | M (6' tall) |
| Morale | Steady (11-12) |
| XP Value | 270 |
(inspired by Andre Norton's Witch World novels)
Description
Green people look much like humans. The difference is that adult men have 1.5 inch ivory horns and that all sufficiently old green people shift their form. Green people are so-called because they always have green skin. Hair can be black, blond, or red. Eyes are black, green, or amber. Green people do not die of old age or show any signs of aging, beyond an increased tendency to shift their appearance. When generating stats at random, treat them as +2 wisdom, -1 strength, and -1 . charisma.
They are 50% immunity to non-clerical, non-ritual magics (ritual magics being e.g., alchemical potions, or long, elaborate rituals used to cast a spell). Immune to undead touch attacks. Can be fighters, alchemists, druids (or nature-oriented clerics), and mages specializing in "natural" or ritual magics.
Innate Abilities
- detect evil (6" normally, get vague sense of evil being done at a range of up to 1 mile if the deed is extremely evil),
- detect conjuration and alteration spells (cleric and wizard)
- speak with animals (does not cause an animal to stop attacking),
- 90% invisibility in woods and meadows
The shape-changing starts at age 1500 years for women and 3000 for men. Initially, a change occurs at will, up to once per round. At an age of 5000 for women and 10,000 for men, the changes occur once every round unless the green person concentrates on not changing.