BOZ
Creature Cataloguer
Dyll
http://www.enworld.org/forums/showthread.php?t=66479
Dyll
Diminutive Magical Beast (Swarm)
Hit Dice: 3d10 (16 hp)
Initiative: +3
Speed: 5 ft (1 square), fly 50 ft (perfect)
AC: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +3/---
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft/0 ft
Special Attacks: Blood drain, distraction, sleep
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immune to weapon damage, scent, swarm traits
Saves: Fort +3, Ref +8, Will +2
Abilities: Str 1 Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Spot +4, Listen +4
Feats: Ability Focus (sleep), Lightning Reflexes
Environment: Temperate mountains and hills
Organization: Solitary or cloud (2-3 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: ---
A whirring mass of slippery silver things dart about in the air as they descend upon you.
The dyll are miniscule teardrop-shaped creatures that resemble flying leeches. They are a glossy silver color, and have a set of rubbery wing-like appendages. They fly with great maneuverability, but on the ground they wriggle about like worms. Dyll are covered with thousands of microscopic, hollow spines that allow them to attach to larger creatures and suck their blood. The bloodsucking dyll are greatly feared for their ability to overwhelm creatures.
Dyll are commonly found in rocky areas or caverns, near a source of water. They have lairs nearby, which often contain the drained husks of victims, as well as any incidental treasure they may have had.
Individual dyll are about 4-8 inches long.
COMBAT
A dyll swarm usually only targets easy prey such as herds of cattle, or small settlements of sentient creatures. They are able to locate prey by vibrations, smell, and heat. They usually home in on the largest heat source and attack that one first, as more than one swarm can group together against larger creatures. Dyll have no compunctions about draining the blood of sleeping or disabled creatures.
Blood Drain (Ex): A dyll swarm drains blood, dealing 1d3 points of Constitution damage in any round when it begins its turn in the same square as a victim. On each such successful drain attack, the dyll swarm gains temporary hit points, at a rate of 1 hit point for every 2 points of Constitution drained. Once it has dealt 10 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the swarm’s appetite has been sated, the swarm flies off and seeks a new target.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Sleep (Sp): A dyll swarm that begins its turn in the same square as a victim may cause the creature to sleep, as the spell, on a failed save (DC 13). If this effect is used more than once on the same creature in the same round, its effects are cumulative and thus the dyll may affect creatures with more than 4 Hit Dice. The save DC is Charisma-based.
Blindsense (Ex): A dyll swarm notices and locates creatures within 60 feet. Opponents still have total concealment against the dyll swarm (but swarm attacks ignore concealment).
Originally found in Dragon Magazine #55 (“Dragon’s Bestiary,” November 1981, Ed Greenwood).
http://www.enworld.org/forums/showthread.php?t=66479
Dyll
Diminutive Magical Beast (Swarm)
Hit Dice: 3d10 (16 hp)
Initiative: +3
Speed: 5 ft (1 square), fly 50 ft (perfect)
AC: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +3/---
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft/0 ft
Special Attacks: Blood drain, distraction, sleep
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immune to weapon damage, scent, swarm traits
Saves: Fort +3, Ref +8, Will +2
Abilities: Str 1 Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Spot +4, Listen +4
Feats: Ability Focus (sleep), Lightning Reflexes
Environment: Temperate mountains and hills
Organization: Solitary or cloud (2-3 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: ---
A whirring mass of slippery silver things dart about in the air as they descend upon you.
The dyll are miniscule teardrop-shaped creatures that resemble flying leeches. They are a glossy silver color, and have a set of rubbery wing-like appendages. They fly with great maneuverability, but on the ground they wriggle about like worms. Dyll are covered with thousands of microscopic, hollow spines that allow them to attach to larger creatures and suck their blood. The bloodsucking dyll are greatly feared for their ability to overwhelm creatures.
Dyll are commonly found in rocky areas or caverns, near a source of water. They have lairs nearby, which often contain the drained husks of victims, as well as any incidental treasure they may have had.
Individual dyll are about 4-8 inches long.
COMBAT
A dyll swarm usually only targets easy prey such as herds of cattle, or small settlements of sentient creatures. They are able to locate prey by vibrations, smell, and heat. They usually home in on the largest heat source and attack that one first, as more than one swarm can group together against larger creatures. Dyll have no compunctions about draining the blood of sleeping or disabled creatures.
Blood Drain (Ex): A dyll swarm drains blood, dealing 1d3 points of Constitution damage in any round when it begins its turn in the same square as a victim. On each such successful drain attack, the dyll swarm gains temporary hit points, at a rate of 1 hit point for every 2 points of Constitution drained. Once it has dealt 10 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the swarm’s appetite has been sated, the swarm flies off and seeks a new target.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Sleep (Sp): A dyll swarm that begins its turn in the same square as a victim may cause the creature to sleep, as the spell, on a failed save (DC 13). If this effect is used more than once on the same creature in the same round, its effects are cumulative and thus the dyll may affect creatures with more than 4 Hit Dice. The save DC is Charisma-based.
Blindsense (Ex): A dyll swarm notices and locates creatures within 60 feet. Opponents still have total concealment against the dyll swarm (but swarm attacks ignore concealment).
Originally found in Dragon Magazine #55 (“Dragon’s Bestiary,” November 1981, Ed Greenwood).
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