We’re doing three entries today because the Throat Leech is
not a monster in the traditional sense. It is far better treated as a hazard.
The judge is encouraged to use caution when placing these things; choose bodies
of water where they are found, and then choose the odds of drinking one with
unfiltered water. The chance was 10% in the
Fiend Folio. This may be
too high for an area which will be revisited during a campaign…or too low if
the encounter is unlikely to occur. I would suggest no more than 5% for a
persistent location, but using Luck checks for special encounters. In a
tropical environment, you might include throat leeches that seek out the
unlucky, moving across the jungle floor to infiltrate sleeping victims. This
would be a pretty nasty thing to do, but not so nasty that you should avoid
doing it!
Thorks bring to mind the Stymphalian Birds of Greek legend,
so I am going to provide some statistics for those as well. The Thork is a
surprisingly good monster. It just wants you to keep your distance, or get away
if you don’t take the hint.
Tiger Flies are yet another creature that wants to lay its
eggs in you. It would be goofy were it not quite so horrific, and the larvae
make a good, solid monster to find at the bottom of a pit. All in all, these
were some pretty solid Fiend Folio entries, which should
work well in your Dungeon Crawl Classics game.
If you feel like tipping, here is a way to do so.
Thork
Thork: Init +3;
Atk Beak +0 melee (1d6) or jet of boiling water +4 ranged (3d4, 40’ range); AC 17;
HD 1d6; MV 20’ or fly 40’; Act 1d20; SP Jet of boiling water; SV Fort +5, Ref +3,
Will -2; AL N.
Thorks are large birds, about nine
feet tall as adults, which are similar to storks. Their plumage is made of pure
copper, and wisps of steam rise from the birds’ beaks. A thork can shoot a jet
of boiling water up to 40’ away, ignoring all armor (but not shields or Agility
modifiers). They have to spend an Action Die siphoning up water before they can
use this ranged attack, although they are 90% likely to have water ready when
encountered. Despite this strange ability, thorks do not radiate unusual heat
themselves.
These creatures live on fish and
amphibians, which they hunt for in marshes and bogs. They have no interest in
adventurers, apart from defending themselves, seeking to escape any that are
not warned off by the thorks’ initial attacks. Their feathers are valuable,
though, and a single thork’s plumage can sell for as much as 1d12+10 gp for its
metal value.
Stymphalian Bird: Init +4; Atk Beak +2 melee (1d6) or feathers (3d6, 30’ range, Reflexes
DC 15 for half) or poisonous dung; AC 18; HD 2d6; MV 20’ or fly 40’; Act 1d20;
SP Feathers (30’ range with a 10’ base, Reflexes DC 15 for half, 3/day),
poisonous dung (1d4 damage plus Fort DC 12 or additional 4d4 damage); SV Fort +5,
Ref +5, Will +0; AL C.
Altogether more horrid than
thorks, these birds were the subject of the sixth labor of Hercules. They have
bronze beaks and sharp metallic feathers which can be launched in a cone 30’
long with a 10’ base. Any creature caught in the cone suffers 3d6 damage
(Reflex save DC 15 for half). A Stymphalian bird can only launch such an attack
once every 1d3 rounds, up to 3 times per day.
Their dung is poisonous (1d4
damage and Fort DC 12 or additional 4d4 damage), and can be released in a 20’ x
20’ area when a flock of these birds flies overhead.
For the metal content of beak and
feathers, each bird is worth 1d20+10 gp. The lure of wealth draws foolish
hunters to try their luck in the marshes where these creatures dwell, and few
ever return. Stymphalian birds are maneaters.
Throat Leech
These tiny leeches are at most
about an inch long, and may be mistaken for nothing more than twigs or other
detritus in slow-moving fresh water. Although some authorities claim they are
common, the fields would be choked with dead livestock, and the forests with
dead game, if this were true. A throat leech may be swallowed when drinking
unfiltered water, where it fastens itself onto the soft flesh at the back of
the victim's throat, becoming distended through sucking blood over the next 1d3
minutes.
After the first minute, there is a
cumulative 1 in 30 chance that the leech will swell enough to begin
asphyxiating its victim. Once it has swollen, the victim can hold their breath
for ½ Stamina rounds (unless they took a large breath for some reason just
prior to choking, such as if they were preparing to dive), taking 1d3 temporary
Stamina damage each round thereafter, with death occurring at 0 Stamina. This
temporary Stamina damage is recovered with one turn of unrestricted breathing.
After the initial 1d3 minutes of
sucking blood are concluded, there is a 1 in 6 chance each round that the
throat leech releases, to eventually pass unscathed through the victim’s
digestive system. If a victim can survive long enough, therefore, they can
survive because the throat leech itself removes the obstruction. Otherwise,
unless some magical means to remove the creature presents itself, allies of the
victim may attempt to pierce the bloated leech with a thin heated metal object
such as a wire. Doing so required a DC 12 Agility check to avoid causing the
victim 1d4 damage instead or removing the leech.
Tiger Fly
Male Tiger Fly:
Init +2; Atk Scything blade +3 melee (1d6) or grasp +0 melee (0) or sting (1d8
plus venom); AC 16; HD 5d6; MV 20’ or fly 40’; Act 4d20; SP Grasp, sting, venom;
SV Fort +3, Ref +5, Will +3; AL N.
Female Tiger Fly: Init +3; Atk Grasp +2 melee (0) or sting (1d6 plus venom); AC 16; HD 4d6;
MV 20’ or fly 50’; Act 4d20; SP Grasp, sting, venom, inject eggs; SV Fort +2,
Ref +7, Will +4; AL N.
Tiger Fly Larva: Init +0; Atk Bite +0 melee (2d4); AC 11; HD 1d6; MV 20’; Act 1d20; SV
Fort +2, Ref +0, Will +0; AL N.
These creatures resemble
human-sized wasps, with human-like faces, which move on one set of legs so that
the others become four “arms”. Males are dull red in color, but females are
black and yellow, as with many lesser wasps.
Males have two sickle-like blades
on their upper forelimbs, and “hands” on their lower. The creature makes one
attack with each. Although the hands do no damage, they do grasp the victim
(Strength DC 15 to escape; each hand must be escaped separately), and it both
hands grasp the same opponent, the tiger fly can sting on the next round (using
the two Action Dice normally reserved for its hands), hitting automatically. The
sting is venomous (1d6 damage plus Fort DC 15 or 1d4 Strength damage, which
heals normally). Once a male tiger fly has grasped a victim, it will not
willingly release it until one or the other is dead.
Female tiger flies do not have
the slashing forelimbs of their male counterparts, instead attacking with four “hands”.
While these do no damage, if the female manages to grab hold with at least two
of these limbs, it can sting the next round (using two Action Dice, so
potentially stinging twice if all four limbs have grasped an opponent), hitting
automatically. The sting is venomous (1d3 temporary Agility damage and Fort DC
10 or be paralyzed for 4d4 minutes; temporary Agility damage heals at the rate
of 1 point per minute, and a victim with 0 Agility is effectively paralyzed).
Female tiger flies can inject eggs into a paralyzed victim if they are given
1d3 rounds to do so, and these eggs hatch into 1d3 tiger fly larvae after
1d12+12 hours. Each hour, the victim takes 1 point each of Strength, Stamina,
and Agility damage from internal hemorrhaging, and, unless the eggs are
destroyed by magic (treat as a disease), the victim dies when they hatch the
larvae burrow out of their body.
Tiger fly larvae are white grubs
with horned black heads and large mandibles, which grow quickly to a length of 3
to 4 feet. They attack anything that moves, even each other.
Despite their appearance, tiger
flies are not intelligent.