| Creatures of the Green Kingdoms |
| Skull Warder AC: 4 Hit Dice: 5** Move: 60' (20') Fly 180' (60') Attacks: 2 claws/ bite/ wing bash Damage: 1-4/ 1-4/ 1-10/ 2-7/ 2-7 Number Appearing: 1-2 (3-6) Save As: Dwarf 5 Morale: 10 Treasure Type: C (nil) Alignment: Chaotic |
| Ancient servants of the vile Green King, Skull Warders were bred from many evil creatures to hunt down and destroy magicians who might grow to threaten his rule over the Lands. Skull Warders are threatening brutes, standing over 12 feet tall at the shoulder. They look like a monstrous combination of a bat and an enormous ape, with thich blue-black fur and great leathery wings. Their faces are especially frightening, like skulls with incredibly long, sharp teeth in a rictus grin. Skull Warders are nearly blind, but hunt by a keen sense of smell. They can literally smell spellcasters and magical items of all sorts within 300 feet, depending on prevailing winds and interfering scents. Warders also generate an anti-magical field at a distance of 90 feet around thier location. Spellcasters of a level less than or equal to the hit dice of the Warder cannot use thier powers at all, while those of greater level must Save vrs. Spells in order to do so. Failing the save means the spell is lost. Magic items of all sorts automatically fail to function. Skull Warders are stubborn hunters, and upon finding prey, will single out the strongest source of magic and attack it to the exception of all other targets. Besides it's fierce claws and powerful wings, the bite of the Warder injects a powerful soporific poison, failing to Save against it will cause the target to sleep for 1d6 hours |
| Great Trolls of the Ked AC: 3 Hit Dice: 6+2* Move: 120' (40') Attacks: 2 claws/ bite or by weapon Damage: 1-6/ 1-6/ 1-10 or 2-12 Number Appearing: 2-8 (3-24) Save As: Fighter 7 Morale: 10 (9) Treasure Type: D (S) Alignment: Neutral |
| On the grassy plains known as the Great Ked there dwell great tribes of Trolls. These creatures, however, bear only a passing resemblence to the more vile troll known in the rest of the lands. The Trolls of the Ked are slightly taller than their dungeon dwelling bretheren at nearly 10 feet in height and half again as broad across the chest. Their tough hides are gray and warty and their faces beastial with a glint of intelligence behind their great black eyes. They go garbed in a mixture of furs and armor pieces, and are often armed with great, curved scimitars. Similar to thier evil relations, Trolls of the Ked regenerate 3 hit points of damage every round after the first 3 rounds of combat. They cannot, however, regenerate damage caused by fire or acid, and shy away from those using these as weapons. If a Great Troll is slain, the body must be burned or treated with acid or it will eventually regain it's life. There are many tribes amonst the trolls, and they live a nomadic lifestyle, hunting and raising some livestock. When not living in thier great encampments, they travel on the backs of great mastadons which they treat as near equals in the tribe. The Trolls of the Ked live by a strict code of honor, and will fight to the death anyone calling it into question. Troll women tend crops and herds, as well as raise children and brew a strange beer. Beer of the Trolls is a powerful mixture that, when taken by a non-troll, causes a slumber that lasts 1-3 days and lets the imbiber regain 2d6+12 hits of damage while sleeping. Once a year, the Trolls of the Ked are known to have a great gathering of the tribes at the Hidden City of Zekem, a great ruin. There headmen of all the tribes are expected to bring tribute to Grakos, the leader of all the trolls in the plains. |