Realm of Yolmi Bestiary Conversion
Introduction
I love Realms of Yolmi. For the people in the room not aware, it's one of the first Roleplaying games ever, released by Ken Black and Marshall Rose in 1977. It's got B/X mish-mashed with Runequest mish-mashed with OD&D and is a wonderful post-apocalyptic mess of a game. The bestiary is a highlight, and thankfully the numbers we know and love for D&D (HD, AC, damage) are still there! I've converted them to OD&D stats, rewriting the mechanics in their descriptions to make them a little more standard for d20 OD&D stuff. I've tried to convert things like dice ranges and so on to the stuff you can emulate with a d20 and a d6 (d10, d5, d3, d100, d20 and d6 obv). I think I'm going to write up a little region to use some of these in; I think they'll be a kick at my open tables!
Admittedly, the document is a bit of a mess, so this isn't perfect. Where possible, I've tried to use the "{}" to include original values, commentary, or explanations behind why I chose the values that I did.
I only did the land-based monsters. Maybe I'll go back and do the sea and air ones if I feel inspired.
Humans
Agents
AC 2, HD 6, NA: 2d6 {2d4} 1d6+2 Twin pistols
Men who wear overcoats and low hats. They are forever followed by fog (-2AC). They speak in hushed tones and endeavor to sell "secrets" (Technological Devices). The prices they ask are high; 65% of the time the item does not work. They are handy with their dual pistols.
Bandits
AC4, HD 2-1, NA: 10d10 1d6 as weapon
A type of elite renegade. Need strong leadership and when singled out will easily defect. If surprised they fight at a +2 to-hit. If found in their lair, they will automatically attack at +3 to-hit.
Gamblers
AC 8, HD 2-1, NA: 2d6*10. {20-160, could be 2d8*10?} 1d6-1 as weapon
Gaudily dressed, they invite Adventureers to play with them in obviously crooked games for high stakes. If refused, they will attack 45% of the time. They are also quit adept at passing phony coinage.
Mafioso
AC 4, HD 3+1, NA: d66 {1d4*10} 1d6 + save vs. death clarinet blowdart or 1d6 as weapon.
Grim-looking men who dress circa 1950. All carry violin cases that contain clarinets. Upon presenting one of their songs, they blow through a special tube where poison darts are encased. They demand a "piece of the action" and if they do not get it will instantly attack the leader of the party.
Military
AC 3, HD 2, NA: 4d10 1d6+1 as weapon
Extremely fierce and regulatory. They "go by the book" which, unfortunately, is "Mein Kampf." This inspired them to be very nasty' they usually strike upon sight. They kill for the sport of killing and do not need compensation. If hungry, they will feast upon stolen food or roasted man, whatever is available. Usually, storekeepers give them food.
Nomads
AC 5, HD 1+2, NA: 5d10 1d6 as weapon
Unless they want some religious item (anything will suffice) they are quite harmless. If someone has such an item, they will fight to the death. They resemble medieval friars and speak in tongues similar to olde English.
Panhandlers
AC 9, HD 3-1, NA: 1d6 (minimum 2) 1d6 as weapon or 1d6+1 rifle
Grizzled anachronisms who are bent on finding coins. They are always suspicious you might jump their claim. They carry a rifle for their protection as well as their gold.Because of plentiful practice with it, they get a +3 to-hit.
Politicians
AC 6, HD 3, NA: 6d6 {8-160, I don't even know} 1d6-1 as weapon
Groups of rhetoric spouting men. They are quite long-winded and become angry if one does not listen for at least a day to their ravings. After one such day, there is a 10% that at least one adventurer will follow them as active campaign supporters and propaganda men.
Renegades
AC 7, HD 1+1, NA: 30d10 1d6-1 sling
Groups of disorderly men whose sole goal in life is to plunder. They are easy to frighten, with a -2 on morale dice {RoY's morale dice is a d12 and the number here originally is -4; -2 seems good for the OSR standard of 2d6}. They fight with slings made of human skin and usually if outnumbered will surrender and ask to be given mercy.
Royal Ones:
AC: 0, HD 7+7, NA: 2d6 2d6-2 As weapon
Obsessed with their pure blood, these descendants of ancient kings are sufferers of hemophilia. At first they appear overly pompous (even for a king), and will order people around. If, however, their health is threatened, they will fight 35% of the time and otherwise surrender. When they do fight, after 5 points of damage they will check moral because of their bleeding.
Scavengers
AC 8, HD 1/2, NA: 1d10 1d6-1 as weapon
These men are never met but are faultless trackers of adventurers. They clean up all they leave behind and are never seen. They attack only when odds are at least 5 to 1 in their favor. Sometimes they will be so bold (10%/day) they will venture into the Adventurer's camp at night and steal 1d10 items. Give them a 15% chance of being caught; if caught, they will run away to a safe distance.
Scientists
AC 9, HD 2, NA: 1d6+1 {2d4} 1d6-1 as weapon
These men's lives revolve around experiments. They will stop at nothing to get a guinea pig, including human. They will always have something to test, and 60% of the time it is quite fatal.
Traders
AC 9, HD 2-1, NA: 20d10 1d6 as weapon
Out to make a quick coin, they are highly resourceful. They rely on trickery rather than strength. Occasionally if a party of Adventurers looks naive (Referee's discretion), they will attempt to sell the entire wilderness to the party at very reasonable prices.
True Ones
AC 2, HD 6+6, NA: 2d6 {2d8} 1d6+2 as weapon
Super-Soldiers who never check morale. They are extremely chivalrous and think of themselves as Knights in shining armor. They will challenge anyone they do not know and they never take "no" for an answer. If they get a "no" they attack immediately.
Non-human
Apenu
AC 9, HD 1/2, NA: 1d6+1 {2d4} 1d6 bite
Gorilla-furred creatures who have no teeth. Their only purpose in life is to get one of their legs behind their neck. To do this they feel the need to experience watching others do it. Every time they meet Adventurers they force them to thus perform and the Adventurer usually ends up with a broken neck and back.
Chimho
AC 8, HD 2+1, NA: 1d6+1 {2d4} 1d6 stomp
They have three arms and one foot. They are huge and try to stomp on things. They will flee, however, if their furry ears are set on fire or if their toes become icy. They are quite temperamental and usually want things their own way.
Duplits
AC 4, HD 3+1, NA: 1d20, minimum 10 {10-20} 1d6 touch
They have no known shape since they are covered with skin that has reflective qualities. Thus, if they are encountered, they appear as a party of Adventurers. Once hit, however, their blood negates the reflective qualities of the skin and they appear to be a "blob".
Ke
AC 0, HD 5, NA: 1d6-1, minimum 1 {1d4} 1d6 hot glue, 1d20 lightning (no save)
Creatures with a horrible disposition who spit quik-glue which roots one to the ground and attracts lightning half the time. If asked what the substance is, they will reply that it is merely tree sap and conclude with laughter.
Ki
AC 2, HD 4+1, NA: 1d6-1, minimum 1 {1d4} 1d10 acid
Akin to the Ke, these creatures spit caustic acid up to a range of 20". When asked what the substance is, they will laugh and say that it is in the imagination. Only the most gauche of Adventurers will be fooled, however, because the substance smells strongly of sulphur.
Paccols
AC 0, HD 9, NA: 1d6 minimum 2 {2-6} 1d10 smother
Columns of mud which are unaffected by bullets. They grab unsuspecting Adventurers and take them off as slaves to work in lush areas of grassland. They will only be noticed about 8% of the time and because of their unusual form always surprise their opponents. {the original figure in RoY is "1/12th of the time". Made the change to percentages to align with other statblocks}
Reakles
AC 9, HD 1, NA: 2d6*10 {2d8*10, see Gamblers} 1d6-1 bite
These moth-brained, ostrich-like creatures are incredibly stupid. In fact, when attacked they feel they must have been naughty; otherwise, why would they be attacked? Consequently they kill themselves. If simply spoken to, they will break off their leg as "punishment."
Regik
AC 4, HD 4, NA: 1d6-1 minimum 1 {1d4} 1d6 Kick
These creatures used to be Used Car Salesmen. Anyone they encounter will be subject to a long sales pitch and, unless the prospect buys a totally worthless car for over 6,000 coins, the Regik will go mad, singing meaningless songs and kicking the prospect in the head.
Salnal
AC 6, HD 2+2, NA: 1d6-1 minimum 1 {1d4} 1d6 bite
A salnal is a large, clustered eye using thin stalks to support itself. The eyes have a hypnotic effect causing the victim to commit suicide unless he makes a saving throw. The Salnal hates men and hates light, although it can endure {both?} quite well.
Simul
AC 6, HD 2-1, NA: 1d6+2 1d6 bite
These are fish with feet. They are eager to please and will instantly change appearance to anything the Adventurer is thinking of. Alas, when touched, they revert.
Snets
AC 8, HD 2-1, NA: 6d6 {3d12} 1d6-1 bite
These mole-like creatures believe that weapons are in direct conflict with the teachings of their lord and master, Diss. They will fight to the death to disarm you.
Undead
Contrary to the name, these are not be undead in the traditional D&D sense. From the opening pages of RoY:
Many men turned semi-barbaric and the automations went rampant. Some humans developed into mutants or non-humans; neither human nor beast, and a leading news commentator found immortality through drugs and started his own religious group: THE UNDEAD OF YOLMI (Cronk).
So they're all presumably part of a faction of religious fanatics. This is interesting when you get to the descriptions of the monsters, which are... not the type of human believer you'd imagine.
Angldoom
AC 7, HD 2+1, NA: 1 1d6 bite + 3 Doomspores (save vs. death)
A human zombie controlled by the Yolmi. Its main weapon is the doom-spores it sprays from its head and both wings. The Yolmi has absolute control over an Angldoom but can only control one at a time. His control range is one mile. If he loses control, they will fly to the ground and burrow downwards -- never to be seen again! Only flame can affect these monsters but they regenerate 5 hit points per combat round; in effect, they cannot be killed unless disrupted [sic].
Biale
AC 4, HD 7+2, NA: 1d6+1 {1d8} 1d6 sabre
Shaped like leaves. When they see anything man-like, a sabre blade emerges from their body and they attack. As they attack they sing catchy little tunes that take the Adventurers's minds off the attack and make them more vulnerable {no mechanic provided here, I'd do a save and apply a +4AC penalty on a fail}.
Brold
AC 4, HD 4, NA: 1d6+1 {1d8} 1d6 touch, 1d2 pit trap {?}
Resembles a pulsing brain. It sloshes along the ground and is able to burrow quickly under the paths of the Adventurers and create underground traps an entire party will fall into 35% of the time {very similar to the 2-in-6 trap activation chance of a pit trap}.
Dalek
AC 7, HD 4, NA: 4d10 1d6 bite
Giant creatures that open their mouths and let food walk in. Unfortunately for them, their size gives them away every time. Even the most naive of Adventurer could see that it is not a cave since a large body wearing a fluorescent green tunic is attached to it.
Disak
AC 8, HD 1+1, NA: 20d10 1d10 sharp teeth
Flying frogs with sharp teeth. They go for the throat and on a roll of greater than 16 instantly kill their victim (assuming it is a hit). One can easily discern they are not frogs because they have two 1.5 fangs protruding from their mouth.
Eloi
AC 9, HD 1, NA: 30d10 1d6-1 fist and 1d6-1 blind (save or be blinded, temporarily?)
These men have implants which soak up the sun. At night the light is released to blind opponents and allows a good escape for the partially night-blind Elio. They are quite mad and will talk about wild parties which never took place and yet they will always refer to them as though the Adventurers were there.
Engsvalu
AC 4, HD 8+1, NA: 1d6 1d100 bite
Very large creatures who, when they sense an Adventurer is approaching, will sit down and open their mouth. The inside of the mouth is identical to a tavern. The tongue is the bartender, the tonsils appear to be a juke box, etc. Once the adventurer is inside, the Engsvalu will close his jaws and the saliva will deal damage to the Adventurer.
Krans
AC 3, HD 6-1, NA: 1d3+1 {what the fuck, RoY} 1d6+1 bite and gas (save vs levitate)
This creature is jackal-like with a horn. On the tip of the horn there is a device which produces a gas which can levitate Adventurers into the air to the tree tops, but it can levitate only one at a time and has to prepare itself one turn before.
Lapenfrips
AC 5, HD 5, NA: 4d2 1d6+1 headbutt and gas (save vs knockout)
These are similar to floating boars' heads; when approached they foam at the mouth in tremendous volume so as to create a bubbly flood of foam which reacts with the ground to form a sea of shimmering knockout gas that lasts for two turns. It takes one turn for the gas to reach potent state.
Nie
AC 4, HD 9-1, NA: 1d6-1, minimum 1 {1d4} 1d6 bite and 1d6+2 Scream
Furred creatures that scream in pitches so high the head of an opponent will catch on fire. There are only two ways to put out the fire. Extinguishing should be done quickly for the damage listed for the scream will be done every turn the head is on fire. Remedy: Kill the Nie or silence it.
Pongalu
AC 5, HD 6+2, NA: 2d10 2d6 tree
Reptilian creatures that carry trees with their tails. They are able to throw them at any who are not of the undead class. Occasionally when their reaction is above 9 {originally 85%} they will merely say they are foresters and are replanting a forest some 20 miles away.
Psii
AC 5, HD 7+1, NA: 1d10 1d10 bite and 1d20 breath
Creatures whose breath interacts with the atmosphere to produce a fire-breathing appearance. Their sole purpose in life is to melt coins onto rocks.
Raku
AC 9, HD 1-1, NA: 3d100 1d6-1 bite
Creatures resembling squirrels. When annoyed, they grow 4-inch fangs and shift into a half phase, giving them +2 AC. When not sleeping or attacking, they busy themselves by doing jobs such as cleaning rifles, loading pistols and pulling the pins on hand grenades.
Ropps
AC 8, HD 2, NA: 2d20 1d6-1 bite and two 1d6+1 horns
These small, three-foot deer have horns that detach and attack. The horns are thorny and the deer are bone-plated. With a creature reaction roll of 11+, they will serve as faithful steeds for one month but after that the referee must roll another 11+ on a reaction roll or they will fight to the death against the rider.
Rin-Kinu
AC 7, HD 2, NA: 20d10 eight 1d6 arms and two 1d6-1 horns
A small creature resembling a shriveled, old and lifeless jellyfish. If stepped on, they will mutilate the leg with eight sharp arms and two nasty horns. The Yolmi uses them for door mats.
Tablemocs
AC 7, HD 3+1, NA: 1d10 1d6-1 bite and eight 1d6-1 knives
These are notorious torso hunters who stop at absolutely nothing to get fresh specimens. Their main weapon of attack is an eight finger-like cutting instrument. They resemble a cross between a bat and man, but do not fly.
Valu
AC 6, HD 5+3, NA: 3d10 two d10 pinchers and 1d20 bite
A half-man, half-beetle creature, they have incredibly powerful jaws but many structural defects i.e., they cannot close their pinchers unless all ten eyes face forward. Occasionally they burrow partly underground and face toward the path; they will then keep all ten eyes facing forward and wait for something to come into view.
Walni
AC 8, HD 2+2, NA: 1d100 {100 of these things?? That's a hex feature!} 1d20 drop
An 800 pound deadweight that perches in trees and other lofty areas and then drops on passerby. To see if this creature hits, have an Adventurer make a saving throw. If he is wearing a helmet, give him a +1. If he is wearing an extra-sturdy helmet {this is a discrete item in RoY} give him a +2. If the Walni misses, its fragile body smashes into a Walni-bar. This rare sweet is worth 300 coins on the common market and if you have one it adds +1 on creature reaction rolls.
Suu
AC 7, HD 3, NA: 1d100 three 1d6 heads
Stony creatures with three long rubbery necks with a head attached to each. They lash these around with tremendous force and speed, causing utter damage.
The Yolmi (Cronk)
AC 0, HD 10, NA: 1 (unique) 2d6 quarterstaff
This strung-out man was once a leading news commentator before he found immortality through drugs. He is quite charismatic. He regenerates 7 hit points per combat round so he can only be killed by disruption. He has a saving throw of 5 regardless of any situation. If he does not make his saving throw, he takes only half damage.
Animals
Carmid
AC 8, HD 2, NA: 2d6+2 {4d4} 1d6 touch and five 1d6-1 blobs {?}
The Carmid shoots blobs of sticky substance that gets into the breathing passages and, in effect, suffocates the attacked. The Carmid resembles a shimmering mound of gelatin. It works as a collective intelligence; bullets only do half damage against it.
Galic
AC 4, HD 3+2, NA: 1d6+1 {2d4} 1d6 handshake, save vs. disarm {why does it only deal 1d8 damage, RoY?}
Resourceful and cunning, they enjoy shaking hands. In fact, they shake hands so hard, that the Adventurer's arm will come off. The galic will then immediately start laughing and the laughing causes the Adventurer's arm and hand to go for his own throat. Stopping the Galic from laughing will stop the alarm.
Hobnob
AC 2, HD 7, NA: 1 1d10 Self Destruct, save for half
A most unique creature. The Hobnob is bent on self destruction and becomes ecstatic at the thought of suicide. Unfortunately, it feels others should go with it; therefore, each and every hobnob is given a Do-It-Yourself Time Bomb Kit which is kept under their tweed sport jacket. When they meet a party of Adventurers, they run up to them as if long lost friends and upon reaching them, the Hobnobs set off the charge. {Okay I don't normally editorialize but what the hell haha this thing has a tweed jacket and a Do-It-Yourself Time Bomb Kit that it was given by some other actor and is still an animal?}
Kuruka
AC 8, HD 1-1, NA: 10d20 1d6 poison quill, save vs. death
Amphibious creatures that throw poison quills from their tails. They cannot stay in water for over two minutes and they cannot swim.
Rack
AC 7, HD 1, NA: 30d10 1d6-1 leaves
Wind-like creatures (thin and airy) that form tree leaves around you in the form of walls and then attempt to entomb you. If hit with a dart, there is a 2-in-6 chance they will die because of their anatomical structure {originally 35%, changed to d6 here}.
Sakna
AC 7, HD 1-1 {1-1/2}, NA: 1d6*10 1d6-1 bite {this seems like a mistake, but its what's in the text!}
Akin to the Flying Bird mentioned in the Equipment {the flying bird's stats are identical to the Sakna's}, they are huge eagles with iron claws and a sabre beak. In truth, the Sakna and the Flying Birds are identical with the exception that the Sakna cannot fly. The Sakna have one other difference: they are not interested in Adventurers except as food.
Salgoind
AC 5, HD 2+2, NA: 2d6+2 {4d4} 1d3 bite, gas is save vs. sleep.
Treacherous creatures that tempt and persuade you to lie down and enjoy the day. Once you lie down they are quick to hyperventilate and produce a poison-sleep gas.
Salisbury
AC 6, HD 2, NA: 1d20, minimum 5 {5-20} 1d6 boulder
One-eyed creatures that delight in giving false information. If the information is not accepted, they will lob huge pullers at the party and say "I told you so," even though they said nothing.
Sanla
AC 5, HD 3+1, NA: 2d6 {3d4} 1d6-1 bite
These creatures try to be helpful but somehow always manage to get the aid mixed up.
Sildrap
AC 7, HD 4, NA: 1d6 1d10 bite, three 2d6 sandpipes
This creature is large and eats dirt and soil which it converts into pure sand. It expels the sand at great velocity through the pipes on its head and in its sides. The Sildrap resembles a beached whale with stumpy wrinkled legs.
Taunu
AC 6, HD 1+1, NA: 4d6 {6d4} 1d6 horns
Mini-oxen that gore. They are easily frightened.
Taekic
AC 4, HD 5, NA: 1d6-1 minimum 1 {1d4} 1d6 bit and Micro-Laser (save vs. death) {originally only 30-120 damage}
Small flying creatures armed with micro-lasers. {once again, micro-lasers? Armed??}
Thua
AC 5, HD 2+1, NA: 1d6+1 {2d4} 1d6-1 bite and nine 1d2 blood tubes
This animal disguises itself as a lush part of swamp. If traversed, tiny tubes sense out the heat of the Adventurers and the tubes act like leeches.
Whoolam
AC 4, HD 6+1, NA: 2d6+2 {4d4} 2d6 strangle
Flying vines that encircle victim's necks. Attack rolls of greater than 16 instantly kill the target, provided it is a hit. Bullets are fairly useless against it (-4 hit probability and half damage).
Automations
Algor II
AC 0, HD 15, NA: 1 1d20 crush and two save vs. death attacks (roll to hit first) {The phaser and the M-laser are both complicated magic items, I err on the side of simplicity for these in the spirit of OD&D}
The second and last product of the S.A.S. (See Omegacron). It is spherical and is powered by radioactive plutonium. It generates a surface temperature of over 3000 degrees Celsius. It has a diameter of 25 feet, smashes trees and ruins villages, since it weighs over eight tons. It mounts: One phaser (triple charged), a micro-laser, and two faust-lockeman (quadruple energized). It is affected only by phaser fire.
Coba
AC 1, HD 8-1, NA: 1 Special (see description)
This automation resembles a tree stump. It was programmed by a former National Weapons Control Center official. It mounts a special laser that destroys all metallic weapons. The laser can hit up to ten people at a time. After firing, it flees, for it cannot hurt people.
Elgren
AC 3, HD 5-1, NA: 1d5 2d6 slash
Groups of razor-sharp discs that resemble flying saucers of old. With the exception of the Sun, bright lights and heat disorient them. They are two feet in diameter.
H1 432
AC 4, HD 7, NA: 1 2d6 fists
The first servo-robot. Designed to melt rupniks, chromniks and galiks.
H2 324
AC 4, HD 8, NA: 1 2d6 fists and two save vs. deaths (roll to hit)
Lawyer robots. Designed to envelop extensive corporate land investments without government knowledge. Armed with two micro-lasers.
H3 243
AC 3, HD 9, NA: 1 2d6 fists and one 1d6 knife
This vicious type was developed by a former cock fighter. It throws knives with deadly +6 accuracy.
{The following monster is not described in RoY, though it has stats and a name. I've elected to write something in the spirit of the game}
H4 234
AC 2, HD 10, NA: 1 2d6 fists and two 2d6 HMGs
This type was developed by a former fighting cock. It wields its dual Heavy Machine Guns with a deadly +8 to-hit.
KL IV
AC 5, HD 6, NA: 1 2d6 fists
A man-shaped robot designed to steal rupniks.
Manhunters
AC 1, HD 8+1, NA: 2 2d6 fists and 2d6 HMG + save vs. death Bazooka (roll-to-hit)
Robots that have gone berserk; armed with an HMG and Bazooka each. They travel in pairs and once they sight Adventurers, they will track them relentlessly. Even if evaded, they have an additional 80% chance of finding their prey.
Ligamen
AC 4, HD 4+1, NA: 1d20, minimum 10 {10-20} 1d6 bite and 1d6 tear gas (save to avoid)
Vicious little robots that travel in hordes. They resemble Leprechauns in dress and demeanor. When denied any request they dispense tear gas through their metallic nose.
MK III
AC 5, HD 5, NA: 1 2d6 crush
A pyramid-shaped robot. Levitates into the air and then drops on its victim.
Spectra
AC 4, HD 6, NA: 1 1d6 special
This automation is never seen. It hides near oncoming Adventurers and when they come fairly close, he creates 1d6 illusions of people loaded down with gold. When the illusions are approached, they hurl insults at the Adventurers to aggravate them. They seem to pick up rocks and appear ready to hurl them. When the Adventurers fight them, they self-destruct and cause all within 10", except the Spectra, 1d6+1 points of damage. The Spectra then laughs as it flees. {originally 1d8 points of damage}
Omegacron
AC 1, HD 10, NA: 1 1 phaser save vs. death (roll to hit), two 1d6+2 SMGs
The first development of the "Secret Army Society". Through the use of holographs, the Omegacron can appear as anything; it mounts one phaser and two sub-machine guns.
Flies
Once again, these aren't what you expect; the Fly Catcher class (yeah man, I'm not making this up) in RoY can command these around, making them closer to the undead that we know and love from classic D&D.
Bilps
AC 5, HD 2, NA: 2d6+6 {6d4} 1d6 bite and special pull
A bloated fly that is 6' long and has a natural magnetic attraction to metallic objects. Its pull is powerful (4-in-6 effective) and once they get their booty, they fly to their lair.
Brogs
AC 6, HD 1/2, NA: 30d10 1 bite and poison
6" flies with poison sacs in their mouth.
Chacles
AC 4, HD 5, NA: 1d20 1d6-1 bite
They have poor eyesight and drool acid when near heat. They are 4' long.
Completines
AC 4, HD 5, NA: 2d6+10 {8d4} 1d3 electric shock, 50% chance of two 1d6 thrown eyes when hit
5' monsters that generate electricity. They throw their eyes when hit in the stomach.
Defors
AC 5, HD 1+1, NA: 1d100 1d2 bite
2' flies that resemble large mosquitos; their sting sucks out blood and their stomach transforms it into a mold that corrodes metal (1 item every 3 turns).
Fuules
AC 6, HD 1, NA: 20d10 two 1d2 claws
1' flies that slash their victim with extremely sharp claws. They are quite stupid.
Hrasals
AC 8, HD 1/2, NA: 40d10 twenty five 1d2 eggs and 1d6-1 gas
These tiny flies can do no damage, but in order to carry on their species they must lay eggs in the mouth of a warm-blooded being. Once the eggs are laid, the eggs produce carbon monoxide for a more pleasant atmosphere.
Marpacks
AC 5, HD 3+1, NA: 2d6+4 {5-20} 1d6 bite and stunning gas
These 3' flies create a hazy cloud of energy when they sense danger. The cloud momentarily stuns people it hits for one turn; it is combustible.
Skelts
AC 7, HD 3, NA: 1d6+1 {2d4} 1d6-1 bite
These 2' flies are virtual skeleton flies that beg for food. If they are denied it, each pair combines and transforms into super-tethres. They have AC 2, 6HD, and are armed with 2 poison darts.
Tethres
AC 2, HD 6+3, NA: 2d6+2 {4d4} 1d6 bite and 1d6 boomerang
They are the bodyguards of the Xorbs. They utilize Snapirs (boomerangs). If not found in their lair, they are guarding 1d6-1 Xorbs. When found in their lair, they are alone. {originally 1d4 Xorbs}
Xorbs
AC 9, HD 6, NA: 1d6-1 minimum 1 1d6-1 bite
King Flies. They are sniveling cowards but have managed to convince other flies they are the master fly types. When not found in their lair, they are guarded by 4d6 Tethres; when in their lair, they are guarded by 8d6 Tethres. {originally 4d4 and 8d4 respectively}.
Yangs
AC 8, HD 1, NA: 30d10 Special
1/4" flies. Numerous and thickly spread, they can do no damage but hang around to alert other creatures of the Adventurers and to harass them.
Zilliers
AC 8, HD 1/2 {1/4, lol} NA: 40d10 1 bite
Small flies that spin silk to envelop their victim.