Back in the day, White Dwarf magazine was the British answer to the Dragon, and its regular "Fiend Factory" column was a source of many monsters for early D&D games. In fact, the first edition Fiend Folio (1981) was largely a collection of monsters submitted to WD. This 3e conversion is part of an ongoing project to resurrect some interesting WD monsters that, for one reason or another, fell by the wayside. The greenman was a submission of Brendan Bulger and appeared in "Fiend Factory: Near Misses" from White Dwarf 27 (Oct/Nov 1981). This Fiend Factory was the third of three articles detailing monsters that, for one reason or another, were cut from the original Fiend Folio.
The greenman was evidently cut due to its too-close resemblance to a monster from the Edgar Rice Burroughs’ John Carter, Warlord of Mars novelsthough Bulger did manage to sneak at least one Barsoomian monster into the Fiend Folio: the ulsio, also known as the osquip. As an aside, the game designer Sean K. Reynolds has posted an interesting, independent version of the Barsoomian green man on his website.
This savage-looking humanoid has hairless olive-green skin and stands over twelve feet in height. A second set of arms is set midway down the sides of its body. The creature’s eyes protrude and operate independently, as does its ears, which are disc-like antennae. Two ivory tusks curve upwards from its lower jaw.

Greenman illustration by Russ Nicholson copyright © 1981. Used without permission.
Often CN Large monstrous humanoid
Init +2; Senses darkvision 60 ft.; Listen +2, Spot +2
Languages Greenfolk, Common
AC 15, touch 11, flat-footed 13
(-1 size, +2 Dex, +2 natural, +2 leather armor)
hp 33 (6 HD)
Fort +5, Ref +7, Will +5
Spd 30 ft. (6 squares)
Melee longsword +9/+4 (2d6+2/19–20) and longsword +4 (2d6+1/19–20) or
gore +8 (1d12+3)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +12
Special Atk superior two-weapon fighting
Abilities Str 15, Dex 14, Con 13, Int 10, Wis 11, Cha 8
Feats Alertness, Great Fortitude, Weapon Focus (longsword)
Skills Handle Animal +4, Intimidate +7, Ride +8, Survival +5
Advancement by character class; Favored Class fighter
Level Adjustment +3
Superior Two-Weapon Fighting (Ex) A greenfolk fights with a melee weapon in two of its four hand. The greenfolk does not take a penalty on attack or damage rolls for attacking with two weapons. This benefit does not apply to weapons wielded in its third or four hands.
The greenfolk are a tribal nomadic race, each tribe usually being named after a ruined city that the tribe returns to from time to time.
Greenfolk can use any martial weapon, being naturally adept at wielding two weapons at the same time. If a greenfolk is disarmed or is encountered without weapons, it will gore with its two tusks for 1d12 damage. Despite the fact that they can do considerable damage with their tusks, greenfolk prefer to use weapons where possible in the belief that this adds to their status as civilized beings.
Characters with ranks in Knowledge (nature) can learn more about greenfolk. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
| DC | Result |
|---|---|
| 13 | This creature is a greenfolk, a savage monstrous humanoid. |
| 19 | Though greenfolk have a vicious tusk attack, they prefer using weapons. |
Most encounters with greenfolk are with small war-parties and patrols, which rove far and wide in search of plunder.
Patrol (EL 3-9): A typical patrol may comprise anywhere from one to eight greenfolk.
War Party (EL 9-12): These rapacious groups consist of nine to twenty greenfolk.
The greenfolk have domesticated various animals but prefer to obtain their needs from others by force. Greenfolk speak Common and their own guttural tongue.
Environment: Greenfolk inhabit warm desert and plains.
Typical Physical Characteristics: A greenfolk stands 12 feet tall and weighs 700 pounds.
It is rumored that large communities of greenfolk exist, hidden in ruined cities, with more powerful leaders, as well as females and children. Such large hordes could number up to 200 greenfolk. There are constant skirmishes between greenfolk and white apes, usually for the right to use a ruined city as a base.
Greenfolk have standard treasure for their Challenge Rating.
Greenfolk characters possess the following racial traits.
A typical greenfolk warlord is detailed below. The warlord presented here had the following ability scores before racial adjustments, equipment bonuses, and Hit Dice ability score increases: Str 15, Dex 8, Con 14, Int 10, Wis 12, Cha 13.
Male greenfolk fighter 10
N Large monstrous humanoid
Init +5; Senses darkvision 60 ft.; Listen +4, Spot +4
Languages Common, Greenfolk
AC 18, touch 12, flat-footed 17; Dodge, Mobility
hp 149 (16 HD)
Fort +13, Ref +11, Will +10
Spd 30 ft. (6 squares); Spring Attack
Melee +1 flaming longsword +23/+18/+13/+8 (2d6+9/17–20 plus 1d8 fire) and
+1 frost longsword +23 (2d6+6/17–20 plus 1d8 cold) or
gore +21 (1d12+5)
Space 10 ft; Reach 10 ft.
Base Atk +16; Grp +26
Atk Options Blind-Fight, Combat Reflexes, Mounted Combat; superior two-weapon fighting
Abilities Str 23, Dex 12, Con 18, Int 10, Wis 14, Cha 10
Feats Alertness, Blind-Fight, Combat Reflexes B, Dodge B, Improved Initiative, Improved Critical (longsword) B, Lightning Reflexes, Mobility B, Mounted Combat, Spring Attack B, Weapon Focus (longsword), Weapon Specialization (longsword) B
Skills Handle Animal +11, Intimidate +16, Ride +13, Survival +7
Possessions +1 flaming longsword, +1 frost longsword, bracers of armor +2, ring of protection +2, amulet of natural armor +2, gauntlets of ogre power +2, amulet of health +2