Monday, April 30, 2012

Monster Monday: Flukeman

No. Encountered: 1 (1d4)
Alignment: Neutral
Movement: 90'/120' Swim
Armor Class: 8
Hit Dice: 2
Attacks: 1 (claw or bite)
Damage: 1d6 (claw) or 1d4 + Flukes (bite)
Save: F2
Morale: 12
Hoard Class: II
XP: 30

Flukemen are unfortunate humans and demihumans that have been infected with a parasite found in remote swamps and steaming jungles.  These parasites take control over the host's body, as well as making a number of physiological changes.  Flukemen appear as hairless humanoids whose skin become thick, covered in scabs, and mottled grey in color.  This gives them an AC equivalent to leather armor.  Their mouth has turned into a gaping hole ringed with four large fangs and other smaller teeth.

Before a Flukeman can bite an opponent, it must first hit them with a claw attack.  Once hit, they may make a bite attack with a +2 to hit.  Those bitten by a flukeman must make a saving throw against poison.  Failure indicates that the victim has been injected with a number of living flukes.  Each day there after, he or she must make a save vs poison.  Failure lowers the victim's CON to the next lowest modifier.  For example, a character with 15 CON who failed their saving throw would have 12 CON due to the flukes burrowing into their flesh and changing their physiology.  Once a character is reduced to 0 CON or less becomes a flukeman.

The flukes that permeate the flukeman's body also work to repair it.  Flukemen regenerate 1 hit point per round as the flukes weave them back together.  Fire and acid do not stop this affect, but if the creature should reach 0 hit points or less then its life functions have ceased and it will not reanimate as a troll would.

1 comment:

  1. Fantastic. The Flukeman terrified me during The X-Files' original run. I think there might need to be a few of these roaming the lowest levels of the Green City.