New Monsters *G*


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Gree-Kin


The gree-kin was created by one of my first DM's, Carl Schulte, whom I played under in the spring of 1983. I recall vividly the terror we all felt when our party encountered one, knowing (for some reason I can't recall) that it's purpose in attacking was to eat our brains! Note: The "ecology" part is my invention to give the gree-kin more depth.

Gree-Kin

Frequency

rare

No. Encountered

1 (1-6)

Size

L (12' tall)

Move

21"

Armour Class

5

Hit Dice

9 to 12

Attacks

2

Damage

1d4 (x6), 1d4 (x6)

Special Attacks

bite, poison

Special Defences

regeneration

Magic Resistance

5%

Lair Probability

70%

Intelligence

high

Alignment

Chaotic Neutral

Appearance:

Gree-kins are large, hairless humanoids with greenish-grey skins, a large red spot on the forehead, and 6 clawed fingers on each hand. They are usually found near cities and along trade routes because of a strange dietary requirement -- human and demi-human brain.

Combat:

These huge predators attack twice per round, once with each hand. If a hand hits 1-6 claws will hit, each causing 1-4 points of damage. If both hands hit a bite will automatically be scored for 2-12 point of damage. The gree-kin then hangs onto its victim and another bite automatically scores each round, along with 2-12 claw hits. The claws inflict a mild poison and for each 8 claws that hit a save must be made vs. poison, failure meaning the loss of 1 hit point per turn until death. A new save is allowed every 4 hours to shake off the effects of the poison. Note that multiple saves might be necessary and each must be rolled for every 4 hours until each save is made or death occurs.

Gree-kins regenerate 1 hit point per round although not from death. At 6 hit points or less the creature will feign death so as to regenerate to fight another day.

Note that gree-kins are highly intelligent -- they will use good planning for their attacks, and will observe potential victims for a while to gauge how dangerous they are. While they can be impulsive gree-kins will not normally attack superior forces without surprise. They prefer hit-and-run instead of a stand-up fight, except against single characters or parties significantly weaker than they are.

Single gree-kins typically attack in the dark, attempting to hurt or kill a victim and carry it off. As stated above, if low on hit points the gree-kin will feign death, but will usually first break off combat if it sustains the loss of half its hit points. If the gree-kin poisons one or more characters it may break off combat and shadow the group, waiting for the victims to die.

Habitat/Society:

The majority (85%) of gree-kin encounters are with a single adult. Occasionally (10%) a pair of mated adults will be encountered, and less frequently (5%) encounters are with 1 or 2 adults with 1 to 4 adolescents.

Although the mating is believed to be temporary, a mated pair will fight to protect each other. If encountered in their lair with young, the adult gree-kins will attack ferociously at +2 to hit, gaining double attacks for the first three rounds of combat. They will not feign death nor break off combat while their young live, but will flee if the young are killed. Note that in this case the gree-kin(s) will shadow the group seeking revenge.

The male will typically remain with the female until the young are grown enough to take care of themselves, approximately 3 years old. At that time the family will split up completely, possibly never seeing each other again.

Ecology:

Gree-kins are greatly feared because they eat the brains of their victims. Any character carried off will typically be killed and the brain eaten within the hour.

Studies indicate they are omnivorous, eating a diet consisting of primarily plant matter, with occasional insects and small creatures. While they will eat the brains of humanoids, they show a clear preference for more intelligent creatures, although they will not eat the brain of non-humanoid creatures regardless of intelligence. No one knows why they eat brain -- it must satisfy a dietary need, as a mated couple with young will go on killing frenzies to bring brain back to their children.

Sages have tried to study gree-kins, with limited success. They don't survive well in captivity, either escaping or eventually refusing to eat and starving to death. Efforts to communicate with them typically fail -- gree-kins may have a language but do not use it in front of others. Their escape ability demonstrates their intelligence, but it is clearly non-human intelligence.

Variants:

None.

Treasure:

C, R, S

Experience Point Values:

9 HD

3,000 + 14/hp

10 HD

3,700 + 15/hp

11 HD

4,400 + 16/hp

12 HD

5,250 + 17/hp


Copyright 2007,2011 Bryan Fazekas