Tiamurkey: Init +5; Atk peck +7 melee (1d3+4) or claw
+5 melee (2d6) or breath weapon; AC 20; HD 12d6; MV 40’; Act 5d20; SP breath
weapons, relatively stupid, death throes; SV Fort +8; Ref +5; Will +5; AL C.
Breath Weapon
1: Sonic gobble: 60' cone, 1d6
damage and Fort DC 15 or be knocked prone.
Breath Weapon 2: Hot
grease: 80' line, 2d8
damage (Reflex DC 15 for half).
Breath Weapon 3:
Stuffing: 10' x 10' space,
creatures therein cannot move until they succeed in a Strength check DC 15 to
escape the stuffing and leave the space.
Breath Weapon 4: Barrage of giblets: 30' cone, 3d6 damage
(Reflex DC 15 negates).
Breath Weapon 5: Somnambulance: 30' diameter cloud up to
30' away, Will DC 15 or fall into a torpor, being able to take no actions and move
at only half normal speed for 1d8 rounds.
Tiamurkey, King and
Master of Evil Turkeys, dwells on a hell plane amid giant mutated
turkeys, primordial
cranberry jellies, and other
evil four-clawed birds of the nether realms. Once every year, on the fourth
week of November, he rises from his fetid breeding grounds to roam the Fields
We Know in search of those who have put up decorations for other holidays too
early in the season.
Each of Tiamurkey’s five
heads has its own breath weapon, and each of these can be used three times each
day. Although Tiamurkey is a genius among turkeys, he is still not that bright
by human standards, and cunning PCs may find a way to outwit him. It is said
that he only appears this late in the year to avoid rain – in times past, he
has been defeated when all five heads looked upward into the rain until he
drowned. Snow doesn’t present this problem.
When reduced to 0 hp (or
otherwise “killed”), Tiamurkey is not slain, but merely banished back to his
hell plane to recover until his next sojourn to the mortal realm. He will seek
to extract vengeance upon those who defeated him, but, not being that bright,
his vengeance is likely to target the wrong people.