The People of the Pines lurk in dark woodlands, a curious perversion of the animal and plant kingdoms. Their origin remains mysterious at this time; perhaps they are the product of some twisted druidic cult, or a demonic infestation, or something wholly unknown to this particular facet of the multiverse...
These mysterious beings partake both of undead and plant natures, being the remains of humans (generally warriors) whose bodies have been drained of blood, with pine resin filling their veins in its place. The soul of such an unfortunate has departed but the individual's anima remains, investing the foul creature with the memories of its former self. Its new personality is curiously cold and distant, but encouraging of others to join them in the unfeeling serenity of their new state.
Labyrinth Lord stats
No Enc: 1d10 (10d10)
Movement: 120' (40')
Attacks: 1 (weapon)
Damage: Sword 1d8 or Crossbow 1d6
SQ: Immune to non-magic weapons and cold, half damage from lightning, double damage from fire. Affected by plant-based spells.
Save: Fighter 3
For every 20 People encountered one will be a leader of 4HD, who will also have the powers and spellcasting ability of a 4th Level Druid. For every 60 encountered one will be a leader of 6HD with commensurate Druid abilities. People of the Pines are turned as shadows.
In battle, these creatures can emit a piercing scream which will cause enemy hirelings, retainers etc to check morale or flee for 1d8 rounds.
Adapted from Julian Lawrence's Brotherhood of the Pines in The Best of White Dwarf Scenarios III, themselves derived from Michael Moorcock's Corum series.