Flamewing
Created by Ed Greenwood
Art by Bob Maurus


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FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVE: 22"
HIT DICE: 2 + 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 claws and 1 bite
DAMAGE/ATTACK: 1-6/1-6/1-6
SPECIAL ATTACKS: Flaming wings
SPECIAL DEFENSES: Immune to fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M (up to 5' long, wingspan to 9')
LEVEL/X.P. VALUE: III/65 + 3/hp
 

Flamewings are omnivorous, batlike
creatures encountered in temperate climes.
They prefer areas with trees or rocky spires
where they may perch safe from sudden
attacks. Flamewings have keen eyesight and
good olfactory and vibratory senses.
Though they never sleep, they often rest by
perching in complete immobility. In this
state, their body processes are slowed and
they may be mistaken as lifeless. But, they
may instantly burst into flight or attack at
any provocation.

Flamewings hunt like hawks, winging
silently down to snatch up prey with their
hind claws. But when fighting, they scream,
swoop, and wheel about in ceaseless flight,
diving repeatedly to buffet opponents with
their flaming wings.

A flamewing has a saclike organ connected
to its stomach that collects methane
gas, which aids in flight by adding lift and
balance to the flamewing?s tissue layer. The
gas also accumulates in expandable chambers
located behind the massive bony leading
edges of the wings. The powerful wing
muscles can expel jets of the gas from vents
in the leading edge of the wing at will. By
means of its unique body chemistry, a
flamewing may choose to ignite (or douse)
gas leaving the vents. A wing strike does
1 hp of impact damage, 2-8 hp of fiery
damage, and 1-2 hp from the wing claws
(unless the target has AC 5 or better, in
which case no damage is taken).

Against lesser opponents, flamewings use
their claws and powerful bite. The hind
claws have been known to strike through
armor and do 1-6 hp damage each.
Amongst themselves, flamewings communicate
the most basic of emotions and intentions
with rattling, throaty calls.
Flamewings are immune to all heat- and
fire-based attacks, but suffer +2 on all dice
of cold damage, and they will not survive
chilling temperatures for long. They are
fearless and ruthless in battle.

Flamewings are marsupials, and one can
carry 1-4 ?flamelings? ? tiny offspring
with 1-3 hp, doing 1-4 hp fire damage, 1-3
hp with hind claws, and no damage from
buffeting and their immature wing claws.
Only one flamewing in twenty will be so
encumbered by young. The flamelings will
detach themselves and flee to safety if the
mother is endangered. Young flamewings
have been captured and tamed successfully,
but they always turn wild again when they
reach adulthood.
 
Dragon magazine MM - Dragon #94 1st Edition AD&D