Fiend Factory 5E. White Dwarf 23: The Flymen

 White Dwarf Issue 23: The Flymen


The Fiend Factory in Issue 23 is taken up by a single entry, the winner of a competition posted in Issue 20 to provide statistics for a set of pictures of “flymen” (see below).

I tracked down the book offered as a prize, Una Woodruff’s “Inventorum Natura”, which is billed as the “Expedition Journal of Pliny the Elder” and is made up of illustrated entries of fantastic creatures apparently described by Pliny the Elder (it looks more like Herodotus to me, so I wonder if the whole concept is invented).


Anyway, you can still get a copy, and it looks very pretty in a 1970s kind of way, reminding me of books like
Masquerade and The Flight of Dragons.


But enough of that, on to the entry proper. The winner is Daniel Collerton, who really steps up to the plate. Not only does he produce a detailed description of the flyman society to go with the statistics, he also backs it up with a detailed scenario, or rather an adventure location, called the Hive of the Hrrr’l (as the flymen call themselves).


The hive is not your usual hack and slash location, it’s more of a place for trade and intrigue (with various factions working within the flyman hierarchy, despite them nominally all acting in the interest of the hive). There’s a lot of material here, with plenty of scope for sandbox play.

Daniel’s Flymen are normally the size of large insects, and can either be encountered when they and adventurers are both their normal size (in which case they operate as a swarm), or when one of the parties has been altered in size to match that of the other.

They’re a social insect species, with several different castes – idiot hulking, sexless Drones, the Artisans that produce the fine work that the flymen are renowned for, and the Warriors, who are the general fighting force.

Above these worker types are the more advanced flymen – the Flyguard, elite fighters in charge of hive defence, and the Flymagi, of which there are usually five per hive, each with a different remit and innate magical powers to assist. Daniel also takes the illustrations to give two environmental variants – Northflies and Sandflies, who have some differences in hive structure as well as different spellcasting powers for the Flymagi.

An individual flyman, at fly size against regular sized adventurers, is no kind of combat threat, but may act as a spy.

Flyman (Fly size)

Fine humanoid (flyman), lawful neutral

Armour Class 13

Hit Points 1

Speed 5 ft., fly 40 ft.

STR

DEX

CON

INT

WIS

CHA

1 (-5)

16 (+3)

1 (-5)

10 (+0)

10 (+0)

8 (-1)

Proficiency Bonus +2

Skills Stealth +7

Senses passive Perception 10

Languages Hrrr’l

Challenge n/a

Keen Smell and Taste. The flyman has advantage on Wisdom (Perception) checks that rely on smell or taste.

Poor Vision. The flyman has disadvantage on Wisdom (Perception) checks that rely on sight.

Stealthy. The flyman has advantage on Dexterity (Stealth) checks to avoid being seen.

ACTIONS

None

Fly-sized flymen will have more of an effect against regular sized adventurers when they swarm, with the poisoned swords of the warriors in the swarm having a similar effect to stings of regular insects.

Flyman Swarm

Medium swarm of Fine humanoids (flyman), lawful neutral

Armour Class 17 (studded leather and shield)

Hit Points 18 (4d8)

Speed 5 ft., fly 40 ft.

STR

DEX

CON

INT

WIS

CHA

4 (-3)

16 (+3)

11 (+0)

10 (+0)

10 (+0)

8 (-1)

Proficiency Bonus +2

Damage Resistances bludgeoning, piercing and slashing

Senses passive Perception 10

Languages Hrrr’l

Challenge 1/2 (100 XP)

Keen Smell and Taste. The flyman swarm has advantage on Wisdom (Perception) checks that rely on smell or taste.

Poor Vision. The flyman swarm has disadvantage on Wisdom (Perception) checks that rely on sight.

Swarm. The swarm can occupy another creature’s space, and vice versa, and the swarm can move through any opening large enough for a Fine flyman. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

Sword. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature. Hit: 3 (1d6) piercing damage or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. Any creature hit by a flyman swarm also suffers 1 poison damage, and the target must make a.DC 11 Constitution saving throw or become poisoned for 10 minutes. If the saving throw is a roll of 1, then the target has a reaction to the poison and also takes 3 (1d6) poison damage at the start of each of its turns. A poisoned target can repeat the saving throw at the end of each of its subsequent turns, ending the effect on itself with a success.

All of the rest of the statistics are for when either the flymen are enlarged to regular humanoid size (such as via the magic items carried by both flyguards and flymagi), or for if adventurers are shrunk to fly size. When both sides have parity of size, the flymen are more capable.

Drones, aka The Ten Thousand, are idiotic and suited mainly for manual tasks. They don’t generally attack unless commanded to by a higher ranking flyman, or if their life is threatened.

Flyman Drone

Medium humanoid (flyman), lawful neutral

Armour Class 11

Hit Points 6 (1d8 + 2)

Speed 30 ft., fly 40 ft.

STR

DEX

CON

INT

WIS

CHA

18 (+4)

12 (+1)

14 (+2)

3 (-4)

10 (+0)

2 (-4)

Proficiency Bonus +2

Senses passive Perception 10

Languages understands Hrrr’l but cannot speak

Challenge 1/4 (50 XP)

Keen Smell and Taste. The flyman has advantage on Wisdom (Perception) checks that rely on smell or taste.

Poor Vision. The flyman has disadvantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage.

 Artisans, The Thousand, are intelligent, and are the crafters of the flymen, producing the wonderful items that the flymen trade with other races. Each artisan specialises in one kind of craft, at which it excels.

Flyman Artisan

Medium humanoid (flyman), lawful neutral

Armour Class 12

Hit Points 4 (1d8)

Speed 30 ft., fly 40 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

10 (+0)

11 (+0)

10 (+0)

8 (-1)

Proficiency Bonus +2

Tool Proficiences any one set of artisan’s tools

Senses passive Perception 10

Languages Hrrr’l

Challenge 1/4 (50 XP)

Keen Smell and Taste. The flyman has advantage on Wisdom (Perception) checks that rely on smell or taste.

Master Craftsman. The flyman uses double its proficiency bonus when making checks using its artisan’s tools.

Poor Vision. The flyman has disadvantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

The Warriors, the Five Hundred, are the rank and file soldiery of the H’rrl. Their weapons are envenomed with a poison that, in most, has a mild effect, but in rare cases can cause a stronger reaction. Warriors will lay down their lives for the good of the hive, and are able to order drones and artisans to fight in extremis.

Flyman Warrior

Medium humanoid (flyman), lawful neutral

Armour Class 16 (studded leather and shield)

Hit Points 16 (3d8 + 3)

Speed 30 ft., fly 40 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

14 (+2)

12 (+1)

11 (+0)

10 (+0)

8 (-1)

Proficiency Bonus +2

Senses passive Perception 10

Languages Hrrr’l

Challenge 1/2 (100 XP)

Keen Smell and Taste. The flyman has advantage on Wisdom (Perception) checks that rely on smell or taste.

Poor Vision. The flyman has disadvantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5(1d6 + 2) slashing damage. If the target is a creature it suffers 1 poison damage, and must make a DC 11 Constitution saving throw or become poisoned for 10 minutes. If the saving throw is a roll of 1, then the target has a reaction to the poison and also takes 3 (1d6) poison damage at the start of each of its turns. A poisoned target can repeat the saving throw at the end of each of its subsequent turns, ending the effect on itself with a success.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. The dagger is poisoned as per the scimitar above.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. The arrows are poisoned as per the scimitar above.

There are fifteen Flyguard per hive, who form the eilite military leaders. They can no longer fly, but ride tame wasps instead. They also carry magical rods that allow them to assume human or fly size.

Flyguard

Medium humanoid (flyman), lawful neutral

Armour Class 18 (chainmail and shield)

Hit Points 58 (9d8 + 18)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

14 (+2)

14 (+2)

14 (+2)

14 (+2)

10 (+0)

12 (+1)

Proficiency Bonus +2

Saving Throws Str +3, Con +3

Skills Animal Handling +3, Perception +2

Senses passive Perception 12

Languages Hrrr’l

Challenge 2 (450 XP)

Keen Smell and Taste. The flyman has advantage on Wisdom (Perception) checks that rely on smell or taste.

Poor Vision. The flyman has disadvantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) slashing damage. If the target is a creature it suffers 1 poison damage, and must make a DC 11 Constitution saving throw or become poisoned for 10 minutes. If the saving throw is a roll of 1, then the target has a reaction to the poison and also takes 3 (1d6) poison damage at the start of each of its turns. A poisoned target can repeat the saving throw at the end of each of its subsequent turns, ending the effect on itself with a success.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. The scimitar is poisoned as per the halberd above.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. The dagger is poisoned as per the halberd above.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. The arrows are poisoned as per the halberd above.

Size Change. The flyguard can change from fly-size to human size, and vice versa. In fly size it keeps all of its ability scores, but its walking speed becomes 5 feet and it has no effective attacks against human-sized targets.

There are five Flymagi per hive, and each one fulfils a particular function. A flymage is the leader of a particular portion of the hive, and their internal politics tend to affect every H’rrl hive. Like the flyguard, they have lost the power of natural flight, but instead have an array of magical powers. Some are common to all flymagi, as given below, and then each of the five has their own specific abilities as well.

Flymage

Medium humanoid (flyman), lawful neutral

Armour Class 12

Hit Points 54 (12d8)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

10 (+0)

18 (+4)

14 (+2)

14 (+1)

Proficiency Bonus +3

Saving Throws Int +7, Cha +4

Skills Arcana +7, History +7, Nature +7, Religion +7

Senses passive Perception 12

Languages Hrrr’l

Challenge 5 (1,800 XP)

Keen Smell and Taste. The flyman has advantage on Wisdom (Perception) checks that rely on smell or taste.

Poor Vision. The flyman has disadvantage on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting. The flymage’s innate spellcasting ability is Intelligence (save DC 15, +7 to hit with attack spells). It can innately cast the following spells, as if 12th level.

At will: locate animals and plants (insects only), speak with animals (insects only)

3/day: giant insect

1/day: insect plague

 ACTIONS

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature it suffers 1 poison damage, and must make a DC 11 Constitution saving throw or become poisoned for 10 minutes. If the saving throw is a roll of 1, then the target has a reaction to the poison and also takes 3 (1d6) poison damage at the start of each of its turns. A poisoned target can repeat the saving throw at the end of each of its subsequent turns, ending the effect on itself with a success.

Size Change. The flymage can change from fly-size to human size, and vice versa. In fly size it keeps all of its ability scores, but its walking speed becomes 5 feet and it has no effective attacks against human-sized targets.

 The five flymagi in each hive have different functions, and have the following innate spellcasting powers in addition to those in common with all flymagi:

Master Attack.

The Master Attack is in charge of taking the fight to outsiders, and the offensive battle capacities of the hive. The Master Attack has the same combat abilities as a flyguard. 

3/day: dominate beast, dominate monster, dominate person, lightning bolt, sleep

1/day: arcane sword, circle of death, cloudkill, power word kill, power word stun

 

Master Defence.

The Master Defence is in charge of the defences of the hive against invaders. It is often at odds with the Master Attack.

3/day: protection from energy, shield, web

1/day: arcane lock, blade barrier, globe of invulnerability, glyph of warding, guards and wards, programmed illusion (ritual only), wall of force

 

Master Healer.

The Master Healer usually sides with the Master Defence. It is in charge of healing and the physical welfare of the hive. The Master Healer has the additional skill of Medicine +6

3/day: cure wounds, detect poison and disease, lesser restoration, revivify

1/day: dispel evil and good, heal, greater restoration, raise dead (ritual only), remove curse

 

Master Knowledge.

The Master Knowledge functions as a sage, but its main purpose is to oversee the gathering and selling of knowledge that supports the economy of the hive. A Master Knowledge uses double its proficiency bonus with Intelligence skill checks.

At will: detect magic

3/day: detect evil and good, find traps, identify, locate animals and plants, locate creature, locate object, see invisibility

1/day: clairvoyance, contact other plane (ritual only), find the path, legend lore (ritual only), tongues, zone of truth

 

Master Religious.

The Master Religious oversees the spiritual welfare of the hive, and also tends to act as mediator between the factions, claiming commune with the god Ssrrpt’ck as guidance. The Master Religious can use Divine Intervention as a 12th level cleric.

At will: ceremony, thaumaturgy

3/day: aid, bless, gentle repose

1/day: augury, banishment, commune (ritual only), dispel evil and good, divination, divine word

 Daniel gives us two regional variants as well. The Northfly and the Sandfly. Both of these have a simpler society with but a single type of mage, which have the standard flymage abilities plus a few specific to their environment, plus all flymen of that particular subtype have some additional abilities.

Northflies are shaggy and found in colder climes.

Northflies have the following additional traits:

Damage Resistance cold

Damage Vulnerabilities fire

 

Northfly Mage.

The Northfly hives have but a single flymage, who has the standard powers of the flymage plus these additional spells.

3/day: ice storm

1/day: cone of cold, freezing sphere, wall of ice

 

Sandflies inhabit desert regions in small, secret hives.

Sandflies have the following additional traits:

Damage Vulnerabilities cold

Mental Block. If any kind of magical compulsion or divination is used on a sandfly to force it to reveal the location of its hive, or to locate that information in its mind, it will instead die instantly.

 

Sandfly Mage.

The Sandflies are only ever encountered outside of their hives, and then with at most a single flymage that has the powers of a basic flymage plus the following spells.

At will: control fire, fire bolt

3/day: fireball, produce flame, protection from energy (fire only)

1/day: fire shield, flame strike, wall of fire

 

 

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