Coming soon:
Critters, Creatures, and Denizens is in the process of a revision. We are fixing a few errors, adding a few creatures, and some new art. We hope to have it finished by the end of the year. CCD will not be available at GenCon. We are working with our distributors to provide updates and changes to all who have purchased CCD already. We will keep you posted.
Drop-in Adventures are coming. We are working on small modules designed to be used in the between module spaces of your campaigns. Stay tuned for more information.
And now, Pink Flamingos!
Yesterday a photo was shared with me on Facebook by my wife. Obviously, a gauntlet was thrown down. You would think this would be the extent of the trouble, but no, someone had to bring up zombies.
So of course, someone needed to write some rules for flamingos (two sizes), mutant lawn flamingos, and zombie flamingos. Here you go.
Flamingos
Alignment: neutral
Type
|
bird
|
bird
|
Mutant bird
|
Zombie
bird
|
Zombie
bird
|
Zombie
bird
|
Name
|
Lesser
Flamingo
|
Greater Flamingo
|
Lawn Flamingo
|
Lesser
Flamingo
|
Greater Flamingo
|
Lawn Flamingo
|
Size
|
Small
|
Medium
|
Small
|
Small
|
Medium
|
|
Reach
|
5ft
|
5ft
|
5ft
|
5ft
|
5ft
|
5ft
|
STRength
|
8/ -1
|
10
|
10
|
8/ -1
|
10
|
10
|
AGILity
|
14/ +1
|
13/ +1
|
16/ +2
|
14/ +1
|
16/ +2
|
13/ +1
|
STAMina
|
11
|
13/ +1
|
10
|
---
|
---
|
---
|
INTelligence
|
2/ -4
|
2/ -4
|
4/ -2
|
---
|
---
|
---
|
PERsonality
|
9
|
9
|
13/ +1
|
---
|
---
|
---
|
LUCK
|
9
|
9
|
9
|
---
|
---
|
---
|
Action Die
|
1d20
|
1d20
|
1d20
|
1d10
|
1d10
|
1d10
|
Lift
|
8lbs
|
30lbs
|
10lbs
|
8lbs
|
10lbs
|
30lbs
|
Drag
|
---
|
---
|
---
|
---
|
---
|
---
|
Carry
|
4lbs
|
20lbs
|
5lbs
|
4lbs
|
5lbs
|
20lbs
|
Speed (Land)
|
10ft
|
15ft
|
10ft*
|
5ft
|
5ft
|
10ft
|
Run
|
30ft
|
60ft
|
40ft*
|
15ft
|
20ft
|
30ft
|
Sprint
|
No
|
No
|
80ft*
|
No
|
No
|
No
|
Speed (Swim)
|
No
|
No
|
No
|
No
|
No
|
No
|
Run
|
No
|
No
|
No
|
No
|
No
|
No
|
Sprint
|
No
|
No
|
No
|
No
|
No
|
No
|
Speed (Fly)
|
65ft
|
150ft
|
100ft
|
30ft
|
50ft
|
75ft
|
Acceleration
|
25ft
|
50ft
|
40ft
|
10ft
|
20ft
|
25ft
|
Deceleration
|
50ft
|
100ft
|
80ft
|
20ft
|
40ft
|
50ft
|
Glide
|
5ft
|
10ft
|
5ft
|
No
|
No
|
No
|
Hover
|
No
|
No
|
No
|
No
|
No
|
No
|
Initiative
|
+1
|
+1
|
+2
|
+1
|
+2
|
+1
|
AC
|
12
|
11
|
13
|
12
|
13
|
11
|
HD
|
1d4
|
1d6+1
|
1d8
|
1d10
|
1d10
|
1d10
|
Attack Die
|
1d20+1
|
1d20+1
|
1d20+2
|
1d20+1
|
1d20+2
|
1d20+1
|
Damage
|
||||||
(Beak)
|
1 pt
|
1d3
|
1d4
|
1pt
|
1d4
|
1d3
|
(Kick)
|
1d3-1
|
1d4
|
1d6
|
1d3-1
|
1d6
|
1d4
|
(Soul Drain)
|
1pt
|
1d3
|
1d4
|
1pt
|
1d4
|
1d3
|
Crit Die & Table
|
1d6/ M
|
1d6/ M
|
1d6/ M
|
1d6/ U
|
1d6/ U
|
1d6/ U
|
Fortitude
|
+1
|
+2
|
+1
|
+1
|
+1
|
+2
|
Reflex
|
+2
|
+2
|
+3
|
+2
|
+3
|
+2
|
Willpower
|
+1
|
+1
|
+2
|
+1
|
+2
|
+1
|
General Information:
These normally
gentle birds live in extremely large colonies; spending their days idly wading
through shallow fresh and saltwater lagoons and marshes. They use their beaks to filter the muddy
water for algae, worms, mollusks and other invertebrates. They are known for their vivid pink
coloration, but they are actually white; their coloration is a sign of their
health, the fetter the food supply the brighter their colors.
Attack Profile:
When startled,
the only real strategy for normal flamingos is to take to the air in large,
loud, flocks that confuse predators.
When cornered they kick with the claws on their long legs as their
primary attack. Normal flamingoes have
no bite attacks. Encountered in flocks
of 1d10 x10 birds.
However,
several versions of mutated and carnivorous flamingos exist; a creation of
demented wizardry, and large amounts of alcohol. It is thought that these odd creatures were
invented by an insane wizard looking to add a little style to their tower
defenses, but these creatures soon escaped into the wild and have become quite
the nuisance in arid, yet well irrigated regions. These carnivorous mutants show no proclivity
towards any type of prey. They are even
known to eat people, usually caught by surprise within a few yards of their
front door. Last but perhaps the most
horrible incarnation of the majestic flamingo, is that some depraved soul
decided to create several large flocks of zombie flamingos which have been
known to descend upon small towns without warning. The Mutant Lawn Flamingos rarely flock,
choosing instead to focus on stealth and surprise.
Special Attacks:
None, normally,
but mutant flamingos have shown a wide variety of special attacks, both in the
wild and in captivity. The list below is
a small sampling of their more commonly known traits:
Flocking Dangerous – They gain a +1 bonus to attacks and save
rolls for every 10 birds in the flock; max +10 bonus.
Razor Beak: Grants the beak attack listed in the table above to
the flamingo.
Special Powers:
Soul Drain: Successful beak attack provokes a DC10 Fortitude
save from the victim, failure allows the mutant to drain their victim of 1d4
Stamina points.
*Polymorphic: This is strange manifestation of this mutation. The flamingos do not transform into other creatures,
but they turn into statues. These
strange sculptures are neither stone, nor wood, nor metal but are extremely
durable (+10 hit points, DR5 overcome by creatures with at least 3HD, magic
weapons, and spells) When they are in
this form they are unable to move, but are still aware of their
environment. In this form they gain a
surprise attack on the first round of any encounter unless someone in the party
succeeds at a DC15 spot traps roll, or a DC20 normal spot check.
Immunities & Vulnerabilities:
Captive
versions of these flamingos are prone to instability as their masters continue
to mutate them, but wild versions have the powers listed here and have
stabilized into a new species.
Undead
Versions:
Action
die is half of their attack die and they have half their normal number of
actions; one minimum. They retain any
special attacks granted by their mutations, but must still provide stat-points
to fuel them when necessary.
Blindsight
– Undead can ‘see’ 20ft, +5ft per hit die or level. The creature
or character can see invisible as well as ethereal creatures and is unaffected
by magical darkness.
Fleshy
undead take only half damage from crushing and piercing attacks.
Skeletal
undead are immune to piercing damage and only take half damage from slashing
attacks.
Immune
to any damage from critical hits.
Take
double damage from fire and roll at least 1d4 on Critical Table U of the DCC
Core Rules, pgs. 385, and 390-91
Fear
– The sight of the undead is enough to chill the blood of even
the most heroic of warriors, all living creatures must succeed at a Willpower
save against a DC equal to
7, +1
per hit die of the zombie or flee in terror for 1d6 rounds. This may be ignored
in situations where the undead are ubiquitous or if the characters are familiar
with undead and how to fight them at the Storyteller’s discretion.
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