Barsoomian Green Man

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This adaptation copyright © 2001 Sean K Reynolds. Back to my Barsoom page.
Original creature created by Edgar Rice Burroughs, and all rights to it belong to the Burroughs estate. This adaptation is not a challenge to the rights of the Burroughs estate over the original creation.
Illustration is a detail from the Michael Whelan cover of the Del Rey Books edition of Gods Of Mars, 1984 printing.
Large Monstrous Humanoid
Hit Dice: 3d8-3 (16 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (40 ft. when quadrupedal)
AC: 14 (-1 size, +2 Dex, +1 natural, +2 leather)
Attacks: 2 longswords +2/-2 melee; or longspear +1 melee; or automatical rifle +4 ranged
Damage: Longswords 1d8+1; longspear 1d8+1; automatic rifle 1d12
Face/Reach: 5 ft. x 5 ft./10 ft. (5 ft. x 10 ft./5 ft. when quardrupedal)
Special Qualities: Bonus feats, low-light vision
Saves: Fort +0, Ref +5, Will +3
Abilities: Str 12, Dex 14, Con 8, Int 10, Wis 10, Cha 8
Skills: Handle Animal +3, Hide -2, Intimidate +3, Listen +5, Ride (thoat) +6, Spot +5
Feats: Multiweapon Fighting, Weapon Focus (longsword)
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Climate/Terrain: Temperte and warm land
Organization: Patrol (5-8), squad (11-20), or horde (101-200)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
ECL Adjustment: +4

Barsoomian green men are intelligent but savage four-armed humanoids that roam the dead seas of Barsoom. They are feared by the other people of Barsoom, especially in numbers.
    A green man is built much like a human from the legs up, except that sprouting from the shoulders is a second torso and pair of arms, all topped with an inhuman head. A green manís blue eyes are mounted on the side of his head, and the ears are small cuy-shaped organs on stalks mounted at the top of the head. A pair of curving tusks grow from the lower jaw to about the location of where the eyes would be on a human. Green men have rich olive-green skin all over their bodies, and average around nine feet tall when standing fully upright. Like most civilized races of Barsoom, the green men do not wear armor, preferring a light leather harness girded with metal clips, buckles, and rings, allowing them to easily attach weapons, ropes, or other tools to themselves.
    Barsoomian green men speak the common language of Barsoom.

Combat
Barsoomian green men ride an aggressive breed of thoats (Barsoomian riding animals) and use longspears or Huge longspears when mounted. They use two-handed automatic rifles at long ranges when charging toward enemies (in a non-Barsoomian setting, the green men should use heavy crossbows). When on foot, they wield two longswords (and particularly skilled green men are known to wield three or four weapons, although this is uncommon). Many carry short swords, daggers, and automatic pistols (light crossbows in a non-Barsoomian setting) in addition to their other weapons.
    Green men can use their middle set of limbs as arms or legs. When quadrupedal, they move faster and are shorter but have a larger facing and lose their reach. They prefer to move on two legs, however, unless their height is a detriment (for example, in short dungeon hallways).
    Bonus Feats: Green men have Multiweapon Fighting as a bonus feat. They may select Multidexterity as a normal feat if they meet the prerequisites.

Green Man Society
The green man are nomads, wandering between the abandoned cities of Barsoomís dry ocean beds. The males are responsible for hunting and warcraft, the females for raising the young and maintaining the equipment of the males. These racial roles have existed by custom for thousands of years, but in times of need the women have been known to take up arms to defend themselves. The green men are divided into many warring tribes, constantly fighting each other and any other races of men that enter their homelands.
    Like all Barsoomians, the green men are egg-layers, placing their eggs in secret incubators on the barren sea floor. The eggs are left to mature for five years, growing from fist-sized ovoids to something capable of holding a five-year-old human child. The green men keep track of the hatching schedule and know when to return to pick up their newly-hatched young, which are assigned to females for training regardless of parentage. After a few years, the young grow to their full height and maturity and take their place among green man society.

Green Man Characters
A green manís favored class is fighter, and most leaders are fighters. On Barsoom there are no spellcasters, but in a non-Barsoomian setting the green men would choose two domains from the following list: Protection, Strength, War.