Author’s note: Throughout history,
creatures and characters from classic
myths and legends have stirred the imagination.
The ADVANCED DUNGEONS
&
DRAGONS®
game would be a lesser
game if it lacked legendary monsters
such as vampires, medusae, and unicorns,
to name a few such creatures.
Another formidable and fearsome creature
of myth not included in the official
AD&D™ monster list can be taken
from
the legend of the sixth task of Hercules
— to destroy the carnivorous birds of
Lake Stymphalus.
FREQUENCY: Very rare
NO. APPEARING: 2-12 (in flight)
or 30-180 (in lair)
ARMOR CLASS: 4
MOVE: 6”/18”
HIT DICE: 4
% IN LAIR: 20% (but see below)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1 -8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
These man-eaters dwell in the midst of
malarial marshes in damp, temperate to
tropical climates, but will plague the
surrounding
areas up to 10 miles away.
Their weed-choked, stagnant swamps
are inevitably girdled by thick vegetation,
hence often the birds’ lair is accessible
only by air. Colonies in such places
are densely populated (30-180 adults
and 10-60 non-fighting fledglings).
The Stymphalian bird has an ibis-like
body with an extended neck; grasping
talons and a fell beak, both of brass;
and
barbed feathers.
When flying overhead, a group of these
birds can loose a rain of feathers which
will cause damage on any character or
creature below equal to a roll of d4 plus
the victim’s effective armor class. Double
damage, or perhaps even more than
that, is rendered upon large targets such
as horses. This attack can be made only
once a day by any particular group in
flight.
When it lands on a victim, a Stymphalian
bird will attack with its claws (doing
1-6/1-6) instead of its beak. If both talons
strike, the target is knocked prone unless
he rolls less than his strength on
4d6.
These foul birds are carriers of (roll
d6): 1, blood disease (acute, terminal);
2,
cardiovascular-renal disease (acute, terminal);
3, connective tissue disease
(chronic, severe); 4, gastro-intestinal
(chronic, mild); 5, gastro-intestinal (acute,
terminal); 6, any two of the above
diseases.
The birds can only be damaged by
magic weapons or spells. A special concoction
of hydra blood, when smeared
on the blades and points of magic weapons,
will kill the bird unless it makes a
saving throw versus poison; of course,
the creature must be wounded (by a
successful hit) before the poison can effect.
A successful saving throw vs. poison
indicates no additional damage (the
toxin did not enter the bloodstream).
Stymphalian birds have such a violent
stench that their opponents, when in melee
with a hunting flight or within 100
yards of the lair, fight at -2 to hit (or
at -1
if a saving throw vs. poison is made).
Similarly, any spells attempted by a spell
caster under these conditions have a
20% chance of failure (only 10% if the
caster makes the saving throw vs. poison),
in addition to any saving throws vs.
magic that the birds are entitled to. This
is because of the nausea and distraction
caused by the acrid fumes. A new saving
throw vs. poison must be rolled for in
every round when the stench is present.
The odor and noise these birds exude
make it hard for them to gain surprise.
It may be possible to panic the birds
(even an entire colony), depending on
the method employed and the Dungeon
Master’s discretion: for example, Hercules
used a device fashioned by the
Goddess Athene.
These savage birds will greedily try to
attack any humanoid or demi-human.
Because the Stymphalian birds eat the
local citizenry and peasantry, kill animals
with their feathers, and spread diseases,
any party attempting or offering
to destroy or rout an established colony
might be rewarded (or promised a reward)
by those who are grateful. The
birds themselves do not collect treasure.
Dragon magazine | - | Monster Manual III | - | Dragon #59 |