Flyders - A Gamma World and D&D Monster
I came across this article the other night on a Gamma World Facebook page and have been thinking about how I would make these creatures in a game.
For "normal-sized" Flyder bites (AD&D)
Flyders are a magical crossbreed of a spider and a wasp. They escaped from their creator and quickly spread, driving out mundane version of its parent species.
• If a Medium-sized creature receives a number of bites in a 24-hour period equal to or greater than his level and fail a saving throw vs. Poison, they suffer from the effects of a Type A poison (10-30 minute onset, damage 15/0). Small creatures need only be bitten a number of times equal to 3/4 of their level and large creatures can suffer a number of bites equal to 1.5 x their level.
And for Gamma World...
• As above but as an Intensity III Debilitative Poison.
Flyders are a laboratory-created hybrid that combines the genetic traits of the Brown Recluse Spider and the European Hornet. They were created with the intention of controlling mosquito populations, an attempt that failed as the Flyders began preying upon beetles, wasps, large moths, dragonflies, and mantises instead. The creatures are normally harmless to people but if their nests are disturbed, they will swarm and attack. They are small enough to slip between the gaps in any type of armor that isn't completely sealed.
Flyder Swarm (Gamma World)
Number: 1d4
Perception: 14
Stealth/R.U.: -4
AC: 10
MD: 10
Health: 10
Speed: Fly 10
Level: 4
Hit Dice: 4 (15 Hp)
THAC: 20
Attacks: Special
Int: Nonintelligent (0)
Morale: 20
Size: Large
Xp Value: 1,400
Frequency: Rare Organization: Swarm
Activity Cycle: Day Diet: Carnivore
Tech Level: 0 Artifacts: None
Climate/Terrain: Temperate/Tropical Swamp and Forests
Physical Mutations: Poison (Bite), Intensity V Debilitative (higher than normal because of number of creatures biting at once)
Mental Mutations: None
Special Powers: Only harmed by area attacks and fire; Ignores physical armor (except for Carapace, Radiation Suits, and Force Fields); Immune to mental attacks; Every creature inside of a Flyder Swarm is bitten by 1d4 Flyders per round
* A note on Gamma World 4e and AD&D: these two systems are basically compatible. You just need to remember that Gamma World AC starts at 10 and goes up and that D&D AC starts at 10 and goes down. Gamma World speed is in meters and D&D's is in yards. Otherwise, you can use the creatures as is (just make the poison substitution at the beginning of this post).
3.5e
Flyder Swarm
CR: 2 Diminutive Vermin (Swarm)
HD: 4d8-4 Hp: 16
Init: +4 Spd: 10', Climb 10', Fly 30' (perfect)
AC: 18 (+4 size, +4 Dex), t: 18, ff: 14
Attacks: BAB +3/Grap - -; Swarm: 1d6 plus poison
SA: Poison
SQ: Swarm Traits, Vermin Traits
Align: N Saves: Fort +3, Ref +5, Will +1
Str: 1, Dex: 18, Con: 8, Int: - -, Wis: 10, Cha: 2
Skills: Climb +12
Feats: Weapon Finesse (b)
A Flyder Swarm usually only attacks in response to its nest being threatened. It deals 1d6 damage to any creature whose space it occupies at the end of its move.
• Poison (Ex): Injury, Fortitude DC11, 1d6 Str/1d6 Str
• Swarm Traits (Ex): A Flyder Swarm in made up of 1,500 to 5,000 creatures with some crawling and some flying. In order to attack, the swarm moves into opponents' spaces, which provokes an attack of opportunity. They can occupy the same space as a creature of any size since they crawl all over their prey. Swarms never make attacks of opportunity. Swarms are extremely difficult to fight with physical attacks. However, they have a few vulnerabilities. A lit torch used as a weapon does 1d3 damage/hit. A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon damage can't affect the swarm. A lit lantern used as a thrown weapon deals 1d4 damage to all creatures in squares adjacent to where it breaks.
• Vermin Traits (Ex): Mindless - no Intelligence score and Immunity to all mind-affecting effects (Charms, Compulsions, Phantasms, Patterns, and Morale effects); Darkvision 60'
• Skills: A Flyder Swarm gains a +8 racial bonus to Climb checks and uses its Dexterity modifier instead of Strength for Climb checks. It can always take 10 on a Climb check, even if rushed or threatened.
Giant Flyder (Gamma World)
Number: 1d10
Perception: 14
Stealth/R.U.: +0
AC: 14
MD: 13
Health: 12
Speed: 6, Climb 6, Fly 20
Level: 3
Hit Dice: 3 (15 Hp)
THAC: +2
Attacks: 2
Bite: 1d6+2 plus poison
Sting: 1d8+1
Int: Nonintelligent (0)
Morale: 20
Size: Large (2.5m)
Xp Value: 270
Frequency: Rare Organization: Solitary, Pair, or Hive
Activity Cycle: Day Diet: Carnivore
Tech Level: 0 Artifacts: None
Climate/Terrain: Temperate/Tropical Swamp and Forests
Physical Mutations: Poison (Bite), Intensity 9 incapacitating
Mental Mutations: None
Special Powers: Immune to mental attacks
A spider the size of a small horse stands before you. It has the semi-translucent wings of a wasp and a barbed stinger in place of its spinnerets.
Giant Flyder (3.5e)
CR: 3 Large Vermin
HD: 3d8+6 Hp: 22
Init: +1 Spd: 20', Climb 20', Fly 60' (Good)
AC: 14 (+1 Dex, -1 size, +4 Natural), t: 10, ff: 13
Attacks: BAB +2/Grap +10; +5 Bite: 1d8+4 plus poison and +3 Sting: 1d3+2
SA: Poison
SQ: Tremorsense, Vermin Traits
Align: N Saves: Fort +5, Ref +2, Will +2
Str: 18, Dex: 12, Con: 14, Int: - -, Wis: 13, Cha: 11
Skills: Climb +12, Hide +1, Spot +5
Feats: Multiattack (b)
• Poison (Ex): Bite, Fort DC14, 2d4 Str/1d6 Str
• Tremorsense (Ex): A giant Flyder can detect and pinpoint any creature or object within 60' that is in contact with the same surface as it.
• Skills: Giant Flyders have a +8 racial bonus on Climb checks and a +4 racial bonus on Hide and Spot checks.
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