Have done an edit on the dagons and hell flies (to give a range for their HD).
Hell Fly
Activity cycle: day
Number encountered: Lair - 7-16 (D10+6), Random encounter – 3-8 (D6+2)
Area: any terrain, but must be near mountains, or islands
Align: neutral
Intelligence: Animal (6-9)
Move: 3 ground, Fly 26 (a)
AC: 3 for those at 3 to 5hd, 1 for those at 6hd
Hit dice: 3+1 to 6+1hd
Attacks: 1 + special or 1(bite)
Thac0: 3 and 4hd, 17, 5hd 15, 6hd 13.
Damage: D4+1 charge, or d4 bite. Those at 6hd change this up to d6+1 bite, or 2d4+1 charge.
Special attacks: Breath.
Special defense: Immune to illusions and blinding attacks
Magic resistance: none
Treasure: none. Occasionally a few gems may be found in their gullets (25% chance of d4+1, with a value of 200 to 1000gp ea)
Morale: Fearless (19-20)
Size: M (3ft to 5ft length, with 3 to 5ft tails, wingspan of 8ft or so)
Xp 650 each for 3hd, 975 for 4hd, 1,400 for 5hd, and 2,000 for 6hd.
Description:
Hell Flies, Are pesky critters that look like a large dragonfly, with a crossed head. The head is hard, and houses 2 separate mouths. No one quite knows how they hunt, but some suspect its by pheromone, sonic location or movement detection, as in the past, a number of adventurers who encountered them, described darkness or blindness like spells as Not working, nor did visual or auditory illusions…
Combat:
Hell flies are pack creatures that annoy all things roaming in mountainous areas, though occasionally pester islands near the coasts, where mountain ranges end at the seas. When hunting they usually fly by a target and spit their acid (50%) or opt to charge and ram them (50%). If they opt to spit, the acid spit has a range of 20 yards with a 5ft width (so usually is only hitting one target). If the target fails a saving throw vs breath weapon, they suffer 6d4 damage over 3 rounds, taking 3d in the first, 2d in the 2nd and 1d in the last round. Making the save means they avoided the spittle entirely. Anyone damaged by the acid spittle, needs to roll acid saves for their gear, and especially their armor.
Hell flies can use this spittle attack three times a day. The rare 6hd versions, have an acid spit that does 3d6/2d6/1d6 damage. It also has a further range going out to 40 yards. But still is individual in targeting.
If they opt to do the ramming attack, targets, IF HIT by this charge, not only take damage (d4+1 or d6+1 for those rare ones at 6hd) but can be knocked down (avoids with a dexterity check at -2, or -4 for those at 6hd) and potentially may become stunned for 2 rounds (save vs petrification to avoid, save at -2 for those at 6hd).
Once a target has been rammed, the Hell-fly will stick on him and try to bite him each round. Once engaged this way, they will not break off to try their acid spit attack. If they miss the ramming attack, they often land to try and bite the target. If they miss with a spittle, they fly back, using their great maneuvering to come right back at that target.
Due to lacking eyes, visual based illusions have no effect, neither does trying to blind them via darkness, blindness spells or the like, and since they have a mix of sonic and smell detection (via pheromone), silencing them only applies a -2 to hit penalty, and -1 to their effective AC.
Though they have a morale rating, when hunting and engaged on a target, they never actually check for morale. IN a lair however, they do, fleeing out (by other entrances) if their morale breaks.
Habitat:
Hell flies, live in caves in and around mountain regions, and along coast lines near and around mountains. They sometimes also take over abandoned castles. They prey on horses and all cattle, but will also take on humanoids if they are with mounts. They also have a 60% chance of attacking humanoids (doesn't matter the type), if they are hunting and are hungry, and have yet to find horse/cattle flesh. This has caused several groups of adventurers to be targeted, even while marching on foot.
As yet, no one has found any actual lairs of them, to figure out their mating or birthing habits, or how long they live.
Dagons
Note: Dagons use d10 for hp, vice the normal d8 of monsters.
Activity cycle: Any
Number encountered: 6 to 8hd 1d3 normally with a 20% chance of 1d6 of them. At 9HD or higher, its just one, unless in mating season, then its a 20% chance of a mated pair.
Area: Any, open areas especially. Most seem to be found near the coast lines, especially up north, or east, and around the easterly islands.
Align: neutral (evil). 12 or higher HD are always Neutral evil.
Intelligence: 6 to 8HD - Exceptional (16 to 17), drops to animal (2-3) when in ‘child like’ phase. 9 HD and up ones increase base int to Genius (18), and have NO child like phase.
Hit dice: 6+6, to 14+6
Move: 9 ground, 32 (A) fly, for those at 11 or less HD. 12 ground, 36 (MC B) for those 12 or up HD.
AC/Thac0/Attacks/Damage;
6 or 7hd / AC -1 / Thac0 15 / Claw/claw/bite, damage d4 claw/d10 bite.
8 or 9hd / AC -2, Thac0 13, damage increases to d6+1/d12
10 or 11hd, AC drops to -3, Thac0 to 11, Damage goes to d8+1/2d8
12 or 13hd, AC drops to -4, thac0 to 9, adds in tail slap, damage becomes d10+1 claw, 2d10 bite, d8 tail
14 hd, AC -5, thac0 7, damage becomes d12+1 claw, 2d12 bite, d10+1 tail.
Special attacks: See below
Special defense: See below
Magic resistance: 6 to 8HD 0%.
9 to 11HD, 20% chance MR, if has, it is between 10 to 40% MR (d4 x10)
12+HD 40% chance of MR, if has is between 20 to 50% MR (d4+1 x10)
Morale: 6 or 7HD steady (12)
8 to 9HD- Elite (14)
10 to 12HD - Champion (16)
13 and 14HD - Fanatic (17)
Treasure: none, but may have (20% chance) of gems in gullet (see below)
Size: 23 ft long, 36 ft wingspan (G). 9 or 10hd increase this to 28ft/40ft respectively.
XP: 2000 at 6hd,
3,000 at 7d,
4,000 at 8hd,
Add +1000xp per HD here after.
Description:
No one knows where Dagons came from, but they are smaller versions of True Dragons. They only come in 4 Scale colors, and all have the same stats as above. Note, their SCALE color does NOT indicate what breath weapon they have! 2% of the time, there may be one of the very, very rare ones, known as a Grey scale. These “Grey scales” have their own special breath attack.
For the lower HD ones (6 to 8hd) they DO hunt in packs of 2 or 3, but occasionally can be seen in groups of up to d6 in #. At 9 or higher HD, they are usually loners, and 35% of the time, its a male, 65% of the time female. They only come together at this HD, to mate. They all use their breath to great extent. The higher HD ones usually are loners, but if in mating season, there’s a 40% chance to encounter a mated pair.
So far, only one mated pair has ever been encountered in a lair, but the 3 survivors from that adventuring band, did not notice any eggs or other signs of how they breed.
Often they can be cut open, and gems can be found in their gullet (20% chance of gems being there, if there are, roll 1d6-1 for # of gems, and each will have a value of 2+1d8 x100gp (300 to 1,000 gp). Add 5% her HD above 8, to the chance of gems in gullet. Occasionally they can also be found with weapons such as daggers or short swords, still in their sheaths, after eating someone who was armed.
Combat:
Dagons, often can be playful (think child like dog), forming up into a ball and running through -bowling ball style – those they encounter. When in this “adolescent' like state (30% of the time) they will only attack if attacked back, but otherwise are somewhat docile, loving to slobber those who they encounter. HOWEVER when they are not docile, they attack fiercely, and in this state, they often go STRAIGHT for any horses that a party has, attacking those who are ON the horses, to make it easier to get horse flesh. Note, only those at 6 to 8hd, ever have this ‘playful’ state. Those rare ones at 9 o higher HD, do not!
When they DO go for straight out attacking, There's a 75% chance that, they will open any combat encounter with their breath weapon. Regardless of which type of breath it is (Fire, cold, acid or lighting), the damage is based on their HD.
At 6 to 8hd, its a flat 6d6 damage (save vs breath for ½).
At 9 to 11hd, this increases to 9d6.
At 12 to 14hd, this increases to 10d8.
Dagon’s can breath up to six times a day total, and need to spend at least 3 rounds (for 6 to 8hd, or 5 rounds for 9 or 10hd), between each time they breath.
NOTE: Their color does NOT determine their breath type, it is unknown why this is.
Range/Arc of Breath;
6 to 8hd - Fire or Cold breath is a 60ft long 60 degree arc. Lightening or acidic breaths, have a stream that is 10ft wide by 80 foot long.
9 or 10hd - Fire and Cold, increases range to 100ft. Acid and Lightning breath increase to 140 feet stream.
The Rare as hell, Grey Scales, instead of having a 'damaging' breath, instead breath out a cloud of 40ft a side, 'demi-plane shadows', that saps the strength and vitality of those caught in the breath cloud. This inflicts a loss of both d4+1 points of Strength and Constitution, for a period of 2d6 turns. And this is cumulative, so if someone gets breathed on say 3 times, they suffer 3d4+3 points of Strength and Con loss! If anyone drops to 0 in either Strength OR constitution, they die, and will raise up as a Shade or Spectre, in 2d8 hours.
If they engage in hand to hand combat, they fight, with their powerful bite and claw attacks, focusing on one individual till it goes down. Those at 12 or higher HD, also add in the ability to make a Tail slap attack. Anyone struck by the tail, not only takes damage, but must make an immediate Dexterity check, or be knocked both DOWN and back 1ft per point of damage dealt.
IF they roll a natural 20 on a bite attack, their jaw LOCKS Onto the target, dealing automatic bite damage EACH ROUND, till either the target’s killed, the Dagon let’s him loose, or he breaks free (opposed Strength roll). If they get a Natural 19 or 20 on a Claw attack, they grab hold and can deal automatic Claw damage each round, and Similar to Wrestling attacks, BOTH Bite and Claw damage, increases +1hp/round this hold is maintained! If they grab a horse or person, they CAN (30% chance) fly up with the target, and either leave (if it’s a horse), or drop the target.. Note: For their “effective Strength”, for making opposed Str rolls,
6 or 7hd, have a base 18 (no %) str
8 or 9hd, have a 18/01-50% str
10hd, have a 18/51-75% str
11hd has a 18/76-90 %
12hd has 18/91-99%
13hd has a 18/00 str
and 14hd has a 19 str.
If their morale breaks, or they suffer more than 50% damage, they attempt to fly out of the engagement, and unlike most other flying creatures, they retain the capacity for flight, even if down to 5% of their normal HP level.
Special defenses: All Dagons are immune to magical (or psionic) attacks based on their Breath weapon’s form. This is on TOP of any Magic resistance they may have!
So a Dagon breathing fire, is immune to Fire based spells, or the Psionic power Molecular Agitation, While a Dagon breathing Cold is immune to Cold based spells, or the psionic power of Cryokinesis. Grey Dagons are immune to any spell from the Illusion/phantasm school of magic, as those spells tap into the demi-plane of shadows. They are also immune to any form of energy draining attack.
In addition to the spell/psionic immunity, Dagons of 9 or 10hd, have a 25% chance of needing magic to strike, if so, they need +1 weapons. Those at 11 or 12hd, increase this to 60% of needing +1 items. Those at 13 or 14hd, instead require +2 magic to strike them... THIS only applies to melee weaponry. Those of 10 or higher HD, are immune to arrow fire, as if they were permanently protected “from normal missiles”.
Habitat:
They spend their times, flying around and looking for adventuring groups, and caravans. They Love horse flesh and ox, and will attack to kill so they may eat. If in a dungeon, they usually will be under the control of giants and orcs, but will sometimes work with drugear dwarves.
Diet:
Will eat anything. Although horses and oxen are preferred. Because of this, there is often a chance of d3 gems within their stomachs, with a value of between 300 and 1,000gp each.
Roll 1d4 PER Dagon encountered to see what sort of breath it has
1 – Acid breath
2 – Fire breath
3 – Lightning breath
4 – Cold breathIf their morale breaks, or they suffer more than 50% damage, they attempt to fly out of the engagement, and unlike most other flying creatures, they retain the capacity for flight, even if down to 5% of their normal HP level.
Special defenses: All Dagons are immune to magical (or psionic) attacks based on their Breath weapon’s form. This is on TOP of any Magic resistance they may have!
So a Dagon breathing fire, is immune to Fire based spells, or the Psionic power Molecular Agitation, While a Dagon breathing Cold is immune to Cold based spells, or the psionic power of Cryokinesis. Grey Dagons are immune to any spell from the Illusion/phantasm school of magic, as those spells tap into the demi-plane of shadows. They are also immune to any form of energy draining attack.
In addition to the spell/psionic immunity, Dagons of 9 or 10hd, have a 25% chance of needing magic to strike, if so, they need +1 weapons. Those at 11 or 12hd, increase this to 60% of needing +1 items. Those at 13 or 14hd, instead require +2 magic to strike them... THIS only applies to melee weaponry. Those of 10 or higher HD, are immune to arrow fire, as if they were permanently protected “from normal missiles”.
Habitat:
They spend their times, flying around and looking for adventuring groups, and caravans. They Love horse flesh and ox, and will attack to kill so they may eat. If in a dungeon, they usually will be under the control of giants and orcs, but will sometimes work with drugear dwarves.
Diet:
Will eat anything. Although horses and oxen are preferred. Because of this, there is often a chance of d3 gems within their stomachs, with a value of between 300 and 1,000gp each.
Roll 1d4 PER Dagon encountered to see what sort of breath it has
1 – Acid breath
2 – Fire breath
3 – Lightning breath
4 – Cold breath
IF psionics are in play (as per group house rule), each dagon has a % chance to have psionics, and an Wis/Con rating, based on their HD, as well as an "effective level of psionics".
6 or 7hd, has only a 10% chance of any psionics. IF they do, they are akin to a 2nd level psion, with a 16 Wis, and 15 Con rating (for psionic power check ratings).
8 or 9hd has a 25% of psionics, up to 4th level ability, with a 17 wis and 16 con.
10 or 11hd has a 45%, up to 6th level psionic, with 18 wis, and 17 con.
12 or 13hd, has a 75% chance of psionics, up to 9th level ability, and 18/18 for wis and con.
and 14hd dagons ALWAYS have psionics, up to 12th level, with 19/18 wis and con.
IF they do have psionics, TELEPATHY IS always their primary. For those who have secondary, metabolic is 35% chance likely to be it, 40% for clairsentience OR 25% for kinetic.
IF they are high enough for a tertiary discipline, they favor metabolic for this one, if it was NOT selected for their secondary.
Portative is always their fourth....