Green Child

Small undead, chaotic evil

Armor Class 15 (natural armor)
Hit Points 104 (16d6+48)
Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 11 (+0) 15 (+2) 17 (+3)

Saving Throws Wis +5
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Skills Perception +6, Stealth +6
Senses darkvision 60 ft., passive Perception
Languages Common (can’t speak)
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Dead Mob. Once per round, when it hits with a melee attack, the green child deals an additional 1d6 damage for each other green child who is within 5 ft. and not incapacitated.
  • Pack Tactics. The green child has advantage on an attack roll against a creature if at least one other green child is within 5 feet of the creature and not incapacitated.
  • Innate Spellcasting. The green child’s innate spellcasting ability is Charisma (spell save DC 14). The green child can innately cast the following spells, requiring no material components:

ACTIONS

  • Multiattack. The green child makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
  • Gaze of the Green Child. A green child can allow its haunting gaze to fall upon a foe, cursing the unsuspecting victim with the woes and pains of the green child’s former life. The green child targets a foe within 30 feet who can see the green child. If at least one other green child is within 5 feet of the creature and that green child isn’t incapacitated, a victim has disadvantage on saving throws against the gaze. A green child can target his opponent with any of the following curses:
    • Gaze of Anguish: This gaze attack imparts the anguish and agony of the green child’s death. The anguish floods the cursed victim, dealing 5 (1d10) psychic damage and making the victim frightened. A successful DC 14 Wisdom saving throw negates the damage and the victim is not frightened. At the end of each of the victim’s turns, the victim may make a new saving to end the frightened condition. The victim’s maximum hit points are reduced by the damage taken until the victim completes a long rest. Remove curse removes the reduction to maximum hit points. Gaze of Nightmares: This gaze attack curses the victim with dreaded and horrific nightmares, unable to sleep for more than a few hours without waking in a cold sweat. The victim can’t complete a long rest until remove curse is cast upon them. This ability has no effect on creatures that are immune to being frightened. A successful DC 14 Wisdom saving throw negates this effect. Gaze of Starvation: This gaze attack fills the victim with gnawing and insatiable hunger. The cursed victim believes they are starving and takes 10 (3d6) points of psychic damage and gains a level of exhaustion. On a successful DC 14 Wisdom saving throw, the victim does not take damage or suffer exhaustion, but has disadvantage on attack rolls and ability checks until the end of their next turn.
    • Phase Jaunt (Recharge 5-6). A green child can shift his physical location by temporarily phasing out of existence and then re-manifesting in a new location somewhere within the range of movement on the following round. During the phase jaunt, the green child dematerializes and passes through the Astral Plane, then re-enters the Material Plane and materializes at the end of the jaunt. Phase jaunt does not provoke opportunity attacks. If the green child uses phase jaunt in conjunction with mirror image, the images flicker out during the jaunt, but reform when the green child returns. If the green child rematerializes next to an opponent, he can attempt a Dexterity (Stealth) check as a bonus action. This can allow him to gain surprise.

ABOUT

Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living. Some surmise that their violence serves as an act of justice; however, these malevolent beings lack ethics and indiscriminately attack any mortals they encounter.

Bathed in the swirling mire mists emerges the gaunt corpse of a moss-covered, rotting child. Its bloated, swollen belly heaves to an unnatural rhythm. Eerily, the lithesome horror seems to shift its position in short flickers like the quavering flame of a windblown candle. Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living. Some surmise that their violence serves as an act of justice; however, these malevolent beings lack ethics and indiscriminately attack any mortals they encounter.

Green children are named for their hideous appearance, and sodden decomposing flesh that is steeped and covered with greenish bog slime. While on few occasions one may encounter a solitary green child, more often they travel in small gangs of about 2-8 individuals. When encountered alone, the creatures are less likely to launch a direct attack, instead stalking their prey for days, plaguing them with nightmares until they round up enough other green children to launch an attack. As a group, they hunt with patience, surrounding prey in large circles. From this vantage point they use their mental powers to drive victims to harrowing anguish before slowly closing their ranks around strays and unsuspecting stragglers. Driven by near insatiable fury, most often, a gang of green children will fight until destroyed.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

This is not the complete license attribution - see the full license for this page