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The True Eaters of the Dead

Monster Manual II introduced to the vulchling, a race of bird-like creatures having the appearance of vultures, with some vaguely human features. Inspired by recent reports of California Condors and their return to the wild (and their subsequent behavior), I present here a revised vulchling, along with three other types of sentient vulture or condor-like monsters.

VULCHLING (revised)

Climate/Terrain: Cold Temperate to Subtropical Mountains, Plains, and Forests Hit Dice: 1
Frequency: Uncommon-Rare THAC0: 19
Organization: Band No. of Attacks: 1 or 2
Activity Cycle: Day Damage/Attack: 2-5 or 1-4/1-4
Diet: Carnivore (Scavenger) Special Attacks: Nil
Intelligence: Low (5-7) Special Defenses: Nil
Treasure: Nil Magic Resistance: Nil
Alignment: Chaotic Evil Size: M (5 - 6 feet)
No. Appearing: 2-16 Morale: Unsteady (5-7)
Armor Class: 7 XP Value: 25
Movement: 6"/ 3" (MC: C)

The vulchling are a race of sentient vultures native to a wide range of habitats, from cold coniferous forests to windswept prairie, from scorching deserts to leafy deciduous forest. In appearance, they resemble a fairly typical, if large vulture. Their faces and heads however betray a higher degree of intelligence, and have a very vaguely human appearance. By and large though they can be hard to distinguish from their animal relatives.

In their natural state, vulchlings are scavengers, only rarely attacking live and healthy creatures - if they have the advantage in numbers and the vulchlings are extremely hungry. During such times, the vulchlings swoopd down to attack with extended talons, thereafter hopping to the attack with their sharp beaks. Often roosting in high dead trees or on rocky ledges, they sometimes take advantage of a passerby, especially if they have hungry mouths to feed.

Vulchlings are more of a danger when they fall into a bad crowd, so to speak. Susceptible to bullying and easily submitting to a strong leader, vulchlings often end up joining and following harpies. Existing on the fringes of such groups, feeding generally on leftovers, they can bolster a harpy attack, as well provide extra eyes to spot potential prey items.

Though vulchlings are chaotic evil, they are still a part of the natural order of things, consuming carrion and offal, and preying on weaker, diseased, and injured animals. Injured or sick adventurers in the wilderness will likely attract virtually all vulchlings in the area (as well as normal vultures and condors), and can thus be in danger. Some vulchling groups have set up in the outskirts of larger cities, such as Waterdeep, where they feed on refuse and street trash. In rare cases, vulchlings have been bribed or intimidated to serve the ends of evil beings in town; vampires, liches, and thieves guilds, among others.

Vulchlings do not get along with aarakocra, and are attacked on sight by giant eagles. Otherwise, they have no natural enemies, owing to their horrible smell and eating habits.

These creatures speak their own language, and understand harpy well enough. One in ten understands a few words of common, orc, or any other language ordinarily used in the region it lives in.

SWORD COAST CONDOR

Climate/Terrain: Mountains, grasslands, valleys Hit Dice: 3 +1
Frequency: Rare THAC0: 17
Organization: Solitary No. of Attacks: 1
Activity Cycle: Day Damage/Attack: 1-4
Diet: Carnivore Special Attacks: Nil
Intelligence: Very (11-12) Special Defenses: Nil
Treasure: Nil Magic Resistance: Nil
Alignment: Neutral Size: Large (14+ wingspan)
No. Appearing: 1-8 Morale: Average (8-10)
Armor Class: 7 XP Value: 170
Movement: 4"/26" (MC: D)

The Sword Coast Condor is unique to northwest Faerun, from Icewind Dale south through northern Amn. It prefers areas with constant winds and thermals, and is more likely to be encountered over valleys and mountainous areas than forest and field. Like the animal-intelligence giant condor which it closely resembles, it eyesight is quite keen. Soaring at high altitudes, these birds search the land for injured, crippled, deformed, or ill creatures, swooping down when they are dead or near death for a meal. Preferring to stay away from potential prey items that still have some life in them and can fight back, they are content to wait for death to take its course.

Unlike the typical giant condor, more common over the Shaar regions and areas of big game animals, the Sword Coast Condor is intelligent. Given its large size, few creatures bother it. Its huge wings and command of the winds allow it to search vast areas daily, and thus it keeps well fed. As a result, the Sword Coast Condor is a bored and curious individual, always interested in anything out of the ordinary; adventurers, new construction, anything to help them pass the time. Many a band of explorers or merchants in the wilderness have been followed by a group of these huge birds. Fearful that they were an evil omen or that they wished to attack, the condors were merely curious, and presented no real threat.

Such curious animals have a difficult time of keeping away from novel items and situations, and the enterprising adventurer can often lure one down, even enticing it closer with promises of food (carrion or otherwise). Druids and rangers sometimes do this to communicate with the animals. Fairly intelligent and quite observant, they are often great sources of information of the surrounding terrain (the condors understand their own language, some giant eagle, and about one in ten understand some Common). Farmers and ranchers sometimes lure these animals down to slay them, fearing (incorrectly) that they will prey upon their livestock.

In rare instances barbarian groups or orc tribes will capture Sword Coast Condors, and use them as mounts. Slow and somewhat unwieldy, they can carry one man-sized individual for long distances. However, they are very poor in combat, and always seek to escape; at best, these captured mounts can be used for scouting purposes.

Sometimes confused with the evil and rapacious vulchling, Condors are much larger in size and tend to have pinkish rather than grayish skin on their exposed neck and head. Condors get along reasonably well with other avian groups, once they understand that they are not vulchlings.

PHARAOH'S VULTURE

Climate/Terrain: Desert (Mulhorand and Unther) Hit Dice: 2
Frequency: Very rare THAC0: 18
Organization: Solitary No. of Attacks: 1
Activity Cycle: Day Damage/Attack: 1-2
Diet: Carnivore Special Attacks: See below
Intelligence: Animal Special Defenses: See below
Treasure: Nil Magic Resistance: Nil
Alignment: Neutral (evil) Size: M (3 foot+ wingspan)
No. Appearing: 1-10 Morale: Average (8-10)
Armor Class: 5 XP Value: 100
Movement: 4"/30" (MC: D)

Descended from the common Mulhorandi Vulture, found throughout the southern Inner Sea region, from the Vilhon Reach through the Shaar, the Pharaoh's Vulture is generally only found in Mulhorand, and more rarely in Unther. Closely resembling the white-feathered, bare-headed cousin, like any vulture it spends its days soaring high in the sky, keep an ever watchful eye out for carrion, offal, and vulnerable animals (and humans). In fact, the resemblance between this monster and the normal, relatively harmless Mulhorandi Vulture is that most will be unable to distinguish between the two, with rangers and druids about 50% likely to make the distinction (give a knowledge of both birds).

The Pharaoh's Vulture though is different in two aspects. First, though the bird rarely bites, it does on occasion to help a dying creature to the afterworld so that it may feed, or for defense. In addition to the relatively minor damage of 1-2 hit points of damage, the victim has a 35% chance per hit to contract a rotting disease, the same which mummies spread. The recipient will die in 1-6 months, with each month the disease afflicts the person 2 points of charisma are lost, permanently. Curable only by a cure disease spell, it negates all cure wound spells.Second, the bird is immune to all forms of disease, poison, and gas attack, as well as all sleep spells and effects that cause sleep.

Scholars speculate that this species developed its powers from feeding upon entombed pharaoh's and nobles in Mulhorand, or perhaps were allowed to eat the entrails left over from the preparation of mummies. Others believe it is a curse upon those who would rob the dead, or perhaps a malicious creation of Set. Whatever the cause, the abilities are now inherited, and each new generation presents a danger for the unwary.

GRAY CONDOR

Climate/Terrain: Any Hit Dice: 3 +1
Frequency: Very rare THAC0: 17
Organization: Solitary No. of Attacks: 3
Activity Cycle: Any Damage/Attack: 1-4/1-4/1-6
Diet: Carnivore Special Attacks: +2 to hit and damage undead
Intelligence: Exceptional (15-16) Special Defenses: See below
Treasure: Nil Magic Resistance: Nil
Alignment: Neutral Good Size: Large (14+ wingspan)
No. Appearing: 1-6 Morale: Elite (13-14)
Armor Class: 5 XP Value: 280
Movement: 4"/26" (MC: D)

Most regard the vultures and condors with distaste, as they are ugly, smelly, and feed on the worst things. At best, most treat vultures as necessary evils, feeding on carrion and basically acting as nature's garbage man; at worst, they are hated and reviled, and hunted down as birds of evil.

Not so the Gray Condor, for it is a creature of good and of great benefit to mankind, appreciated by wise individuals. Condors and vultures are noted for feeding upon the dying but more often the dead, everything from fallen soldiers on the field of battle, to sick livestock, the remains of a lion's kill. While the Gray Condor does not bypass the opportunity to feed, it often seeks out more aggressive prey. Still dead from a natural point of view, but a danger to many; undead.

Gray Condors eat undead creatures as their preferred meal. Zombies, huecuva, mummies, ghouls, anything they can catch. Only skeletons and their like are disdained, as there is nothing to eat on them (as well as incorporeal creatures such as ghosts), but even the most putrid flesh on an undead creature is a tasty snack for these birds.

Powerful combatants, they have a strong talon and beak attack, and are +2 to hit and damage the undead. Further, they are immune to the rotting disease of mummies, level draining, and the parylization attacks of ghouls. Only the truly powerful undead, such as vampires, are able to foul these good aligned beings.

Having a strong nose for finding undeath, they are drawn to any area where necromantic spells are commonly cast or undead lair. The astute adventure, seeing one of this large, silvery gray feathered birds with white necks, will know that some form of undead can't be too far away.


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