Saturday, 20 August 2022

Let’s Convert the Fiend Folio: Githyanki and Githzerai

When I started this project, I heard from many individuals that they couldn’t wait for me to get to the Githyanki and Githzerai. The fact is, I converted them in 2015, and what follows is a reproduction of the text from that post. So, if you were waiting for this one, you could have had it more than seven years ago! From my original text:

My githyanki hail from the 1st Edition AD&D Fiend Folio, created by Charles Stross. Just seeing the creatures on the cover made my heart race. Indeed, I found the Fiend Folio indispensable, and its wild exuberance informs my monster creation to this day. Not every creature was equally well realized, but the attempt to do something great often overshadowed an individual creature's failings.

Without further preamble, I present to you my version of the Githyanki and their adversarial brethren, the Githzerai.

 




Githyanki

Githyanki: Init +2; Atk two-handed sword +3 melee (1d10) or psychic blast +2 ranged (1d6); AC 14; HD 2d10; MV 30’; Act 1d20; SP psychic blast, astral projection, possible special abilities, infravision 60’, +4 to saves vs. magic; SV Fort +4, Ref +4, Will +10; AL C.

The githyanki were a race of evil humans, conquered millennia ago by squid-faced psionic flayers. Bound to service by their conquerors, they were used as slaves and occasional food, for the flayers ate the brains of humanoid creatures. After centuries of servitude, the humans arose against the psionic flayers under the leadership of Gith. Having developed their own psychic and physical powers, they succeeded in throwing off the horrid yoke of slavery to the brain-eating creatures. Taking their name from their leader, they became known as the githyanki.

The githyanki dwell in huge castles floating in the astral plane, but can project themselves to material worlds, where they seek to obtain slaves and riches of their own, or to defeat their former masters wherever they may find them. They are said to worship an immensely powerful lich-queen. In some cases, they have allied with powerful fire-breathing dragon for mutual benefit. Each castle is ruled by a Supreme Leader who automatically carries a silver sword (see below).

Let there be no doubt – the githyanki have a well-deserved reputation for violence. For each githyanki encountered, roll percentile dice and apply the following adjustments:


01-40

No change.

41-56

Tougher: Add +1d3 HD, and raise saves by 1 per 2 full HD increase.

57-60

Superior Psychic Blast: Does +1d6 damage.

61-64

Superior Psychic Shield: Gains a +4 bonus to Will saves.

65-70

Psychic Power: The githyanki possesses a special psionic power. See below.

71-77

Spellcasting: Can cast spells as a (1d3: 1-2 wizard or 3 cleric) of level 1d3. If rolled again, the githyanki may be able to cast spells as if it had two classes. Levels of the same class stack, up to a maximum of 6th level.

78-80

Illusion Generation: The githyanki can project mental illusions to a range of 60’. These cannot cause damage directly, but can mislead or otherwise cause targets to damage themselves. The githyanki must concentrate to maintain the illusion. Will DC 20 negates when the illusion is interacted with.

81-90

Arcane Blade: The two- handed sword used by the githyanki has a +1 bonus to attack rolls and damage, and can strike creatures as though it were magical.

91-94

Knight: The githyanki gains 2d3 HD, and gains a +1 bonus to all saves per 2 full HD gained. The githyanki knight can cause damage or heal with a touch. Each instance uses the Hit Die type of the target. Each day, the knight can heal or cause damage in dice equal to the knight’s own Hit Dice. Each touch can use a part, or the whole, of this effect. For instance, a 4 HD knight could heal 1 HD to himself, and later cause 3 HD to another. There is a 5% chance per Hit Die that a knight will have a silver sword (see below).

95-99

Silver Sword: The githayanki possesses a silver sword. See below.

00

Roll again twice.

 


Githzerai

Githzerai: Init +4; Atk open-handed blow +4 melee (1d6+1) or two-handed sword +2 melee (1d10) or psychic blast +3 ranged (1d6); AC 15; HD 1d10; MV 30’; Act 2d20; SP psychic blast, astral projection, possible special abilities, infravision 60’, +8 to saves vs. magic; SV Fort +4, Ref +4, Will +10; AL N.

Another offshoot of the same evil humans who spawned the githyanki, the githzerai dwell on Limbo, but may be found upon material worlds as well. Their war with the githyanki is vicious and eternal, as neither side can gain supremacy for long. The githzerai have an uneasy truce with the psychic flayers which enslaved their ancestors, which is constantly broken in isolated raids and skirmishes. They are said to be ruled by an undying wizard-king.

10% of githzerai have an additional 1d5 Hit Dice (and gain a +1 bonus to all attack rolls per 2 full HD added). 25% of githzerai have 1d3 psychic powers.

 

Silver Swords

The silver swords of the githyanki act as +3 weapons, but they are not magical. They have a critical range of 19-20. On a “20”, instead of rolling for effect, a silver sword severs the astral cord of an astral traveler unless it succeeds in a DC 20 Will save, or decapitates a material foe unless it succeeds in a DC 20 Fort save. If either save succeeds, the attack instead does double normal damage. If a silver sword falls into non-githyanki hands, they will go to any length to recover it.

Psychic Powers

If psychic powers are indicated, the judge is encouraged to consider the psionics systems presented in The Wizardarium of Calabraxis or Crawljammer #3, both of which are resources that any self-respecting judge should own in any event. Barring those resources, roll 1d7 and consult the following table:

1d7

Psychic Power

Effect

1

Teleportation

Can use an Action Die to move instantly 1d6 x 10 feet away in a direction chosen by the creature.

2

Telekinesis

Can move up to HD x 10 pounds up to 30’ away, as if the object where in hand. Attacks require an Action Die.

3

Pyrokinesis

Start a normal fire with an Action Die, or inflict 1d6 to a target within 30’; Reflex DC 10 or catch fire (1d6 damage each round until a DC 10 Agility check puts the fire out). Uses an Action Die

4

Telepathy

Can speak silently to all, or selected, targets within line of sight.

5

Telekinetic Blast

Can attack all targets in a cone 60’ long with a 30’ base, by hurling a myriad of small objects. All within need to make a DC 10 Reflex save or suffer 1d6+1 damage. Uses an Action Die.

6

Psychic Defence

Spend 1 Action Die to gain a +1d12 bonus to AC for one round.

7

Fear

Target within 30’ must make a DC 10 Will save or take a –1d penalty on the dice chain to all die rolls for 1d5 rounds. Multiple instances stack. This uses an Action Die.

 


Well, I've done it....

60 monsters, 12 encounters, and 12 mini-adventures a year.

All exclusive content for at least 6 months.

Friday, 19 August 2022

Let’s Convert the Fiend Folio: Giant Strider and Gibberling

How do you have Firenewts without Giant Striders? Well, now you have them both, and the Firenewt entry is updated to reflect the addition.

Neither Giant Striders nor Gibberlings required much on the part of this author in terms of conversion. I made Gibberlings slightly less dangerous individually, although they could still overwhelm a mid- to high-level party by sheer numbers. Giant Striders are a fairly straight conversion, although I noted that they are featherless as well as flightless, and therefore perhaps not birds at all.

The Gibberling is one of those monsters that fired my feverish imagination in my teens! I hope that they inspire you now the way they inspired me then!

 

 



 

Giant Strider

Giant Strider: Init +3; Atk Kick +1 melee (1d6) or bite +0 melee (1d3) or fireball; AC 16; HD 2d8; MV 40’; Act 1d20; SP Immune to fire, fireball attack, fire-based healing, immune to fear, cold vulnerability (x2 damage), poisoned by water; SV Fort +2; Ref +3; Will +0; AL N.

It is supposed that giant striders are a form of flightless, and indeed featherless bird. Certainly they appear somewhat like heavy ostriches. They may, perhaps, be a form of scale-less reptile instead, or a strange cross between the two. In either case, beside each of their two dully-glowing red eyes is a small duct from which the beast can project small fireballs (50’ range, 10’ burst, 1d6 damage, Reflex DC 15 for half); each duct can create a single fireball each hour.

Giant striders derive sustenance from warmth, and are most at home in desert and volcanic regions. Intense heat, including magical fire-based attacks, can actually heal them at the rate of 1d3 hp per die of normal damage. As a result, giant striders are often found wading in lava-beds or standing in the flames of a forest fire.

In addition to their vulnerability to cold-based attacks, water is poisonous to them (if consumed; Fort DC 10 or die), and even cold water thrown over their bodies forced a DC 10 Fort save to avoid 1d3 damage.

These creatures are used as steeds by the firenewts.

 

 

 

Gibberling

Gibberling: Init +2; Atk Short sword +0 melee (1d6); AC 10; HD 1d4; MV 20’; Ac t 1d20; SP Gibbering; SV Fort +1; Ref +1; Will +5; AL C.

These pale, hunched humanoids would be of scant concern, except for the vast numbers of them which form attacking bands – it is not unusual to see 4d100 of the creatures attacking in concert. Individually, they are pale, hunched, naked humanoids with short legs and long arms which dwell in desolate woods or dark caverns underground.

Gibberlings attack in great numbers, uttering ghastly howls and insane chattering noises which force NPCs to make morale checks each round, although PCs are not affected. Gibberlings themselves tend to fight to the death, relying on sheer weight of numbers to defeat whatever creatures dare to venture into their territory.

Subterranean gibberlings have 60’ infravision, loathe bright light, and are particularly afraid of fire.

Thursday, 18 August 2022

Let’s Convert the Fiend Folio: Garbug (Black and Violet) and Giant (Fog and Mountain)

Garbugs are some large creatures, but I think that there is a call for a smaller variety as well. I have therefore introduced the dwarf garbug (which, at least, matches the illustration from the Fiend Folio). I have also implied the existence of other garbug types, each with a different coloration. If you ever create statistics for these creatures, I would love to hear about it.

Giants are described on pages 414-416 of the core rulebook, and judges are given even more guidance on pages 161-164 of the DCC RPG Annual Volume 1. These conversions are very much built off of those listings, and the judge is encouraged to use the material therein to make each giant unique. Giants in Dungeon Crawl Classics are no joke, and judges are encouraged to consider using them for more than just combat encounters.

(Or throw one into your next funnel for the sheer hilarity of it!)



 

Garbug

Black Garbug: Init +0; Atk Proboscis +1 melee (1d4) or tentacles +0 melee (paralysis); AC 15; HD 2d6+2; MV 20’ or fly 10’; Act 2d20; SP Infravision 60’, paralysis (2d6 rounds, Fort DC 10 negates); SV Fort +3; Ref +1; Will +0; AL N.

Violet Garbug: Init +0; Atk Claw +2 melee (1d6) or tentacles +1 melee (paralysis); AC 15; HD 3d6+3; MV 20’ or fly 10’; Act 2d20; SP Infravision 60’, paralysis (2d8 rounds, Fort DC 15 negates); SV Fort +4; Ref +2; Will +0; AL N.

Dwarf Garbug: Init +2; Atk Proboscis +2 melee (1) or claws +1 melee (1d4) or tentacles +0 melee (paralysis); AC 17; HD 1d3; MV 10’ or fly 20’; Act 1d20; SP Infravision 60’, paralysis (1d3 rounds, Fort DC 5 negates); SV Fort +2; Ref +4; Will +0; AL N.

Garbugs are large (9-foot long) creatures which resemble lobsters, but which have wasp-like waists and filmy wings. While garbugs can fly, their wings are not strong, neither giving them speed nor grace, nor allowing them to fly for long. They have 2-foot-long tentacles surrounding their mouths, which exudes a paralyzing secretion (it is possible to collect 3d4 doses from a dead garbug with a successful Handle Poison check; this poison remains potent for 2d4 days).

Black Garbug: The black garbug is a uniform glossy black. It has, in addition to its tentacles, a proboscis which it uses to strike at its victims.

Violet Garbug: The violet garbug differs from its black cousin in that two large pincer-like claws instead of a proboscis.

Dwarf Garbug: Much smaller than the other varieties of garbugs, the dwarf garbug is only a foot long. It is somewhat better at flying, and has both claws and proboscis. Only 1d3 doses of paralyzing agent can be recovered from a dwarf garbug.

Although black and violet garbugs are very rare, rarer still are the crimson, emerald, and azure subspecies, which are said to be even more potent. Dwarf garbugs may be somewhat more common.

 

Giant (Fog)

Fog Giant (14’ tall, 1500 lbs): Init +3; Atk Huge sword +21 melee (4d8+8) or fist +18 melee (1d8+8) or hurled stone +12 missile fire (2d8+8, range 300’); AC 16; HD 14d10; MV 50’; Ac t 2d24; SP Keen senses, blend into fog or mist (+10 Stealth), crit 20-24; SV Fort +14; Ref +11; Will +7; AL Varies.

Fog giants have very keen hearing and an excellent sense of smell, which makes them difficult to surprise (DCs to hide from, or sneak up on, such giants have a +10 modifier to their DC). They can blend into fog and mist, making them difficult to spot even for such large creatures. For this reason, they inhabit foggy areas such as marshes, swamps, dense forests end places near the sea coast. Roll 1d3 to determine a fog giant’s alignment: (1) Lawful, (2) Neutral, or (3) Chaotic.

These creatures are closely related to the cloud giants, and may sometimes be encountered in their company. They have milk-white skin, silvery white hair and black, penetrating eyes. Fog giants love massive ornate swords and prefer armor made from white-hued dragon hides studded with silver.

 

 



Giant (Mountain)

Mountain Giant (14’ tall, 2000 lbs): Init +0; Atk Huge club +18 melee (4d6+8) or hurled stone +10 missile fire (2d8+8, range 250’); AC 15; HD 12d10; MV 50’; Act 2d24; SP Infravision 90’, summon and control monsters, crit 20-24; SV Fort +16; Ref +9; Will +5; AL C.

Mountain giants lair in huge caverns carved out of the hearts of rocky mountains, and are rarely encountered elsewhere. They have light tan to light reddish-brown skin and dress in rough hides or skins, as do hill giants.

Mountain giants can summon and control other monsters. It takes time to summon creatures and establish control – days, or even weeks – but a mountain giant lair will be protected by these creatures 75% of the time. Roll 1d20: (1-13) 1d10+5 ogres, (14-17) 1d6+3 trolls, (18-19) 1d4 hill giants, or (20) another creature, or group of creatures, of the judge’s devising. These creatures are pressed into service both as servants and guards.

 

Monday, 15 August 2022

Let’s Convert the Fiend Folio: Galltrit and Gambado


If I was not using original illustrations from the Fiend Folio, I would have made the Galltrit smaller than the illustration indicates. It would make it much easier to explain why they are so hard to notice. Thankfully, Doctor Who supplies a potential answer to this problem, which I made use of below.

Gambados are a pretty silly creature, when it comes down to it, but they are silly in a sort of wonderful way.

 






Galltrit

Galltrit: Init +3; Atk Bite +0 melee (blood drain); AC 18; HD 1 hp; MV 5’ or fly 50’; Act 2d20 per Hit Die; SP Infravision 60’, perception filter, blood drain, anesthetic, anticoagulant, disease; SV Fort -4; Ref +5; Will -5; AL C.

These small imp-like creatures are stone grey, and project a natural perception filter which makes them difficult to detect, even when they successfully attack a target. Most characters have a 1 in 12 chance of noticing a galltrit before it attacks, and only a 1 in 8 chance of noticing even a galltrit which has successfully latched onto them. Elves, with their keen senses, have an improved chance – 1 in 10 and 1 in 6 respectively.

The saliva of the galltrit has an anesthetic effect, lasting a full turn, so that the victim will not notice the galltrit consuming blood (causing 1 point of Stamina damage each round; this damage heals normally). The saliva also contains an anticoagulant which causes blood to flow – with the same effects – for 1d5 rounds after the galltrit has stopped feeding. Normally, a galltrit is satiated after consuming 4 Stamina points worth of blood. Stamina damage can lower maximum hit points, and a victim collapses if their hit points of Stamina are reduced to 0 (with the normal game effects), at which point the galltrit is revealed if it is still present.

Note that a character is not aware of this Stamina and/or hit point loss, which must be tracked by the judge. It is entirely possible that a wizard or elf collapses because they attempt spellburn beyond their means to sustain!

If noticed, galltrits attempt to flee immediately. They are found in areas containing dung, carrion or offal, which they also consume. They have a 10% chance of carrying some form of disease (as giant bats in the corerulebook p. 397, or using the information found in this author’s Both Foul and Deep).

 

 

Gambado

Gambado: Init +2; Atk Bite +2 melee (1d6) or claw +3 melee (1d4); AC 14; HD 4d8; MV 30’; Act 1d20; SP Surprise, leap; SV Fort +4; Ref +2; Will +2; AL C.

A gambado is a strange creature with a humanoid torso, sharp claws, and a skull-like head – this may resemble the skull of a primitive humanoid, but more often appears to be that of an animal. Instead of legs, their torso ends in a spring-like cylinder of muscle and skin, below which are three long, single-toed feet.

Gambados dig pits to live in, which they can stand upright in so that their head remains outside, apparently a skull lying on the ground. They use rocks, wood, rags and old bones – whatever is available – to conceal the nature of the pit. If a living creature approaches, the gambado springs out and attacks, gaining the benefits of a charge (+2 to hit, but -2 to AC until its next action). Incautious characters are automatically surprised (as determined by the judge).

These creatures move with a series of bounds, and can easily jump up to 14’ vertically or 12’ horizontally as a move.

Gambados tend to collect coins, gems, and small pieces of jewelry. Though essentially solitary creatures, a gambado will often dig its pit nearby those of others of its kind; in places where bones are common, as many as 8 of the creatures may be found to have dug pits quite close together.

Saturday, 13 August 2022

Because it's funny.....


Death Armadillo

Death Armadillo: Init +5; Atk Bite +3 melee (1d6) or tail lance +2 melee (1d8); AC 16; HD 2d8; MV 20’; Act 2d20; SV Fort +5; Ref +5; Will +5; AL C.

What else is there to say? It's faster than you, likely to hit your unarmored ass with both attacks, and has a nasty tail lance. The bones in the lower left corner are likely its last victim. The snake coming down the stairs might even be venomous.

To Patreon or Not To Patreon

I have been urged to consider creating a Patreon so that individuals could offer some direct support for my work. And I am considering it. I am hoping to gain some input from readers of this blog, though.

First off, any exclusive Patreon work would be in addition to, not instead of, Raven Crowking's Nest and the DCC Trove of Treasures. DCC (and related games) have the best fans in the world, and I am hesitant in these days of rising costs to put anything behind a paywall. But, of course, published adventures are behind a paywall, and in these days of rising costs I could use whatever revenue streams present themselves.

There would also be no question about using the DCC or MCC compatibility logos - without going through the approval process for anything done on Patreon, that would be a no-go. On the other hand, I could produce whatever the hell I wanted, so long as I avoided specific IP. Mudpuppy Games has done very well this way with Scientific Barbarian and related titles.

What I am thinking of doing are small collections of unique creatures, mini-adventures, and encounters that you can slot into your game. Obviously, I would have to do artwork and maps, so we are not talking about professional quality for those!

Anyway, I am looking for advice or opinions.

If you don't feel like leaving a comment on this post, you can message me on Facebook or on Reddit. Please let me know what you think.

Let’s Convert the Fiend Folio: Forlarren and Frost Man

Finishing off the letter “F” we have two monsters: the Forlarren and the Frost Men. Of the two, I am more partial to the Frost Men. There is nothing particularly wrong with the Forlarren – it is conceptually a good creature – but few groups, in my experience, would care that the creature was regretful after it killed a party member. Accordingly, I have added some death throes…and ones which might make some PCs seek the creature out.

I struggled with the idea of making The Forlarren a unique creature, and some judges may indeed wish to go this route. The idea that an immortal nymph and a demon might have a few (or even many) twisted offspring might appeal to other judges. In either event, I was not concerned with creating a race of creatures (as was the case with the Fiend Folio), so I went with direct descendents rather than the results of generations of what would have to be incest unless nymph/demon pairings are more common in your world than I imagine them to be.

Now, the Frost Men are really described as though they were otherwise ordinary people with unusual abilities. So, which is it to be? Monster stats as though they were just another humanoid? Or something that a PC could presumably Quest For?

My answer is: Both. And I see no reason that both cannot exist within the same campaign milieu!

 

Forlarren

Forlarren: Init +4; Atk Cudgel-like fist +1 melee (1d4); AC 18; HD 3d6+3; MV 20’; Act 2d20; SP Infravision 60’ heat metal 1/day, ambivalent nature, death throes; SV Fort +2; Ref +4; Will +0; AL C.


The offspring of an enslaved nymph and the demon who enslaved her, these beings wander alone, welcome in neither Elfland nor the Hells where they were born. They detest their own existence, and seek vengeance on all living things. Their horny fists are as hard and strong as cudgels, and they attack the living on sight.

The forlarren also has the ability to heat metal once per day, and uses this ability on the first foe wearing metal armor that it strikes. The armor becomes hot to the touch, causing the wearer 3d6 damage (for heavy armor) or 2d6 damage (for medium armor) each round for 1d5 rounds, reducing by 1d6 each round thereafter until the damage ends. A character can remove armor, but this takes 1 Action Die per point of AC provided (or half this time by damaging the armor so that it must be repaired before it can be used again). A Mighty Deed used to remove armor instead of attacking automatically succeeds, and reduces the time to remove armor by 1 round per point of the Deed Die (so that even a 1 or 2 aids in removing armor to some degree).

As soon as it has killed one character the ambivalent nature of the forlarren is revealed. It shows great remorse and offers any survivors its services and powers. After 2d5 encounters or 1d6 days (equal chance of each), the influence of it nymph blood wanes, and the dominant evil part of the forlarren resumes control, and it leaves the party it is aiding. From that time on, the forlarren will again attack on sight, including the party it earlier befriended if it encounters that party again.

When a forlarren is slain, there is an equal chance that it collapses into a mound of sweet earth (which is extremely fertile and may be used as a special component to grant a +4 bonus to an earth-based spell) or that it spontaneously combusts until burnt to a fine ash (which can be used to gain a +4 bonus to demon summoning).

 

 

Frost Man (1)

Frost Man: Init +0; Atk By weapon +1 melee or ranged (by weapon) or ice blast; AC 15; HD 4d6; MV 30’; Act 1d20; SP Ice blast (3/day, 35’ long cone with 10’ base, 3d6 damage, Fort DC 10 for half), immunity to cold; SV Fort +4; Ref +2; Will +2; AL L.

Sometimes called “ice demons” by northern tribes who fear their ice blasts, frost men appear like humans, although each normally covers one eye with an eyepatch, and they radiate cold which can be felt as far as 30’ away. Although the radiated cold causes no damage, thrice per day they can project an ice blast of freezing mist from their covered eye, 35’ long with a 10’ base. Any caught in this cone takes 3d6 damage (Fort DC 10 for half).

Little is known of the frost men. To date, these creatures have only been encountered singly and the location of their lair, its type and their pattern of living are unknown. It is thought that there are villages of frost men, with females and children, buried in deep caves in cold mountains, but none have yet ventured to establish the veracity of these rumors.

 Frost Man (2)

Amongst the peoples of the far north, there are some shamans still who know of the ritual which can transform an ordinary human into a frost man. This sacrament, which takes a week to perform, was among the secrets of the Hyperboreans handed down from the Old Time. Few are those chosen to receive this honor, and fewer still are those who can bestow it. Adventurers questing for such powers would have to demonstrate a commitment to the northern village where such a shaman might be found, and then survive the transformation itself.

When a human becomes a frost man (and “frost man” is a generic term, for gender is no bar to this power), one of their eyes is removed and replaced with an unmelting chunk from a living glacier. This procedure causes the recipient 3d7 damage, and the recipient must succeed in a DC 15 Fort save or die. All damage taken from the ritual must be allowed to heal naturally, or the glittering new eye melts and no powers are gained.

Those who become frost men radiate cold, which is discernable from 30’ away. This cold is not great enough to cause damage, but marks a frost man for what they are. Frost men become less comfortable around heat, preferring the cold – although they take no extra damage from heat and fire, the judge may penalize frost men who ignore this preference by reducing their rolls on the dice chain.

Frost men gain two powers:

(1) They are immune to cold damage.

(2) Three times per day they can project an ice blast of freezing mist (frost) from their glacial eye, 35’ long with a 10’ base. Any caught in this cone takes 3d6 damage (Fort DC 10 for half).

When creating an NPC frost man, roll 1d20 to determine class: (1-12) warrior, (13-17) thief, (18-19) cleric, or (20) wizard. It may be that warriors and thieves are simply more likely to survive the transformation.

Friday, 12 August 2022

Let’s Convert the Fiend Folio: Flail Snail, Flind, and Flumph

Two of the monsters in this post, the Flail Snail and the Flumph, are often touted as examples of silly monsters appearing in Dungeons & Dragons. In the case of the Flumph, I have described a potential encounter as fiction, created an illustration, and even immortalized the poor creature in a parody of the H.M.S. Pinafore. A lot of people have considered the Flumph useless, but I hope it is clear that I do not.

The Flail Snail is, simply put, one of the most iconic monsters in the Fiend Folio, something that is unlikely to harm you if you just leave it alone. But its shell is valuable. And, in the end, it sets off a pitiable wailing until you put it out of its misery, probably attracting more danger in the process. All in all, the Flail Snail is almost a metaphor for the average dungeon raid. If you are looking for an adventure where a Flail Snail would fit right in, may I recommend the mollusk-filled Danger in the Deep! I wrote it, but don’t let that put you off.

Now, I love me some gnolls, but I have never had much use for Flinds. Better gnolls with nunchaku? That gnolls all treat as celebrities? I know that martial arts were big as the 70s turned into the 80s, thanks to Bruce Lee, David Carradine, and Chuck Norris. I picture gnolls as lean, hungry, and maniacal, and Flinds really don’t fit that picture for me. However, Brendan LaSalle spoke of them with enthusiasm, calling them tiger-headed men with nunchucks (or something to that effect). People aren’t allowed to let Weird Uncle Brendan down, so I did my best to simplify the mechanics for the poor harried judge, while keeping everything Brendan said he liked. I hope that I did him proud!

 

Flail Snail

Flail Snail: Init +0; Atk Tentacle +1 melee (1d8); AC 18; HD 4d8 to 6d8; MV 10’; Act 1d20 per Hit Die; SP Tentacles, protected body, immune to fire and poison, magic-affecting shell, wailing, light sensitivity; SV Fort +8; Ref -4; Will -2; AL N.

A flail-snail is a silicon-based mollusk with a colorful 8-foot-diameter shell. It has club-like tentacles which it keeps in constant motion; each Hit Die of the creature represents a single tentacle with its own hit points and Action Die. If a tentacle reaches 0 hit points, it is “dead”, ceases to attack, and its associated Action Die is lost. The snail’s actual body is hidden in its shell, has an AC of 28, and is slain instantly if it is damaged.

The highly-colored shell affords the flail snail partial protection against magic. When a spell is cast that target of directly affects the flail snail, roll 1d10, modified by the caster’s Luck: (1 or less) the spell is reflected back onto the caster, (2-5) the spell suffers a misfire (determine by spell as though a “1” had been rolled, but a misfire is the only consequence, and the spell is not lost), (6-7) the spell does not function at all, but this does not cause it to be lost, or (8 or higher) the spell functions as normal.

If all a flail snail’s tentacles are killed, the creature withdraws its head and the rest of its body into its shell, dying 1d10 rounds later. While dying, it utters loud and pitiful wailing cries which have a 1 in 3 chance per round of attracting a nearby or wandering monster (as determined by the judge).

Flail snails are hypersensitive to bright illumination, and hence is always encountered at night or underground. It is possible to drive a flail snail off with torches and lanterns if it is not otherwise molested.

The shell weighs 250 pounds and retains its magical properties for 1d6 months after the snail’s death. It may be used to power spells selected by the judge (color spray and dispel magic, for instance) during this period without damaging the shell. Some means to preserve a flail snail shell longer may exists, and could be the subject of a quest. A fresh flail snail shell can be sold for as much as 500 gp if a buyer with both the money and inclination can be found.

 

 

Flind

Flind: Init +1; Atk Club +2 melee (1d4+1) or flind bars +3 melee (1d4+1); AC 15; HD 2d6+4; MV 20’; Act 1d20; SP Flind bars (bonus attack plus disarm); SV Fort +2; Ref +2; Will +2; AL C.

Flind Leader: Init +2; Atk Flind bars +5 melee (1d4+2); AC 16; HD 3d6+6; MV 20’; Act 1d20; SP Flind bars (bonus attack plus disarm); SV Fort +3; Ref +3; Will +4; AL C.

Flinds are related to the hyena-like gnolls (as opposed to the gnoles, unless the judge rules otherwise); see page 416 of the core rulebook for details. Where gnolls tend to be lean and hungry-looking, flinds are taller, stockier, and stronger – some appear to be more tiger-like than hyena-like, both in build and coloration. Large group of gnolls are sometimes led by one or more flinds.

About 25% of flinds are proficient with, and carry, chain-linked iron bars which they call flind-bars. When using flind-bars, a flind gains an automatic free attack if it hits a victim; if it hits the same target twice in a round, that target must succeed in a DC 15 Reflex save or be disarmed, with the target’s weapon being knocked 1d12+5’ away in a random direction.

(A human warrior might attempt to gain this same proficiency with a quest, although it would probably entail being accepted by, and living with, flinds for several months. A character must have at least a Strength and Agility of 13 or better to master these techniques.)

One in every 15 flinds is a leader, who always uses flind bars.

 

 

Flumph

Flumph: Init +0; Atk Spines +0 melee (1d8 plus acid) or liquid spray +2 ranged (special); AC 20; HD 2d10; MV fly 20’; Act 1d20; SP Infravision 100’, enhanced senses, acid (1d4, Fort DC 10 or additional 1d4 each round for 1d5 rounds), repulsive liquid spray, vulnerable underside; SV Fort +4; Ref +2; Will +5; AL L.

These creatures are 2-foot-diameter pure white discs, looking something like a flying sand dollar with manipulative tentacles and spikes descending from their underbellies. Their eyes are on two long stalks, allowing them to see in all directions. Their infravision and enhanced senses make flumphs hard to surprise (+6 on opposed checks, or -6 penalty to non-opposed checks). They fly by sucking air in through their upper surface and expelling it through their underside, limiting them to rising no more than 10 feet above ground level.

Flumphs have two means of attacking. They can attempt to rise above targets and skewer them with their spines. This injects acid into targets on a successful hit, and is the primary means by which flumphs catch and digest food. A flumph can extend feeding tubes to slurp up creatures slain by its acid.

Flumphs can also squirt a foul-smelling liquid up to 60 feet away. If this hits a target, the target must succeed in a DC 15 Will save or spend the next 2d6 rounds retching, losing all actions and allowing the flumph ample opportunity to escape or attack. Worse, humans and humanoids (including dwarves, elves, and halflings, and also including the target themselves) coming within 30’ of the affected target must succeed in a DC 10 Fort save or be at a -1d penalty to the dice chain to all rolls as long as they are within 30’ of the target. The foul odor attracts non-humanoid predators and monsters (double normal chances) and lasts for 2d8 hours.

Note that only one save is allowed or required to avoid these effects. An unaffected character need not make a new save every time they approach the target; nor can an affected character gain a new save by retreating and the approaching the target again.

The foul odor caused by this repulsive liquid can be ameliorated by bathing in tomato juice, strong alcohol, or by other means at the judge’s discretion. A creature that cannot smell is not affected by this substance, though those around it may be.

The underside of a flumph is especially vulnerable, and a character who readies an attack until it descends (attacking that character, or an adjacent one) need only hit AC 12 to damage a flumph. Warriors and dwarves using Mighty Deeds can target the underbelly – this is against the flumph’s normal AC, but does double damage if the Deed is successful. Finally, a Mighty Deed of 4+ can flip a flumph upside down, rendering it helpless.

Flumphs can speak, and understand, the Lawful alignment tongue, although its vocabulary is severely limited.

Note: Flumphs have an internal organ which, if dried and powdered, creates a toxin that dissipates completely in alcohol, rendering it odorless, colorless, and tasteless. Anyone consuming a dose takes 3d6 damage after 1d10 x 10 minutes pass, and must succeed in a DC 15 Fort save or die. Multiple doses stack, increasing the damage by 1d6 per additional dose and increasing the Fort save DC by +2. 1d6+2 doses can be harvested from a flumph with a successful Handle Poison check. Only on a failure of 5 or more does a character accidently poison themselves; otherwise 1d6 potential doses are ruined.