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Greenskin Boy (3.5e Creature)
From D&D Wiki
|Greenskin Boy, 1st-Level Warrior|
|Size/Type:||Medium Monstrous Humanoid|
|Hit Dice:||1d8+4 (8 hp)|
|Armor Class:||13 (+1 Natural, +2 Leather Armor), touch 10, flat-footed 13|
|Attack:||Handaxe +4 melee (1d6+3/x3)|
|Full Attack:||Handaxe +4 melee (1d6+3/x3)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||DR 1/-|
|Saves:||Fort +2, Ref +0, Will +0|
|Abilities:||Str 16, Dex 10, Con 12, Int 5, Wis 11, Cha 9|
|Skills:||Listen +0, Spot +0|
|Advancement:||2-11 HD (Medium); 12+ HD (Large)|
Brutish cousins of the orcs, greenskins love war, fighting, and teef. They breed about as rapidly as goblins, and the longer they fight, the more of them they attract to the area. Greenskins never are broken in battle, they just retreat to regroup and return to the fighting. Their skin is toughened by constant combat and they can shrug off small amounts of damage because of it. Greenskins also tend to get bigger the more they fight, with the largest ones leading them.
Greenskin culture is all about being the biggest and the strongest, so naturally the biggest ones are the hardest to kill. The greenskin may seem like a bestial creature with nothing but brutality in it's mind, but they are capable of great cunning. Proof of this are their war machines that have been hobbled together and manage to work somehow. Greenskin hordes are often led by their stronger cousins, the black orcs, who were created long ago from interference of those who sought to use them to their own devices, only to have their creations turn on them and escape. In any case, a greenskin horde is a fearsome sight capable of leveling cities and often requires a massive military force to stop.
Greenskin boyz tend to charge the enemy, swarming them until there's nothing left. Sometimes after they are done butchering the enemy, they turn on each other for fun and because it's 'good fightin'. Greenskins are known for their obsession with trophies, and are often seen trying to lop off the heads of their enemies.
If the leader of the group dies, morale may be broken until the next largest one can take control and rally them. This usually takes about 1d4 rounds.