Gloomwing, Flying Serpent
CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Solitary or flock
ACTIVE TIME: Any
DIET: Carnivore
INTELLIGENCE: High (13-14)
TREASURE: Any (usually A)
ALIGNMENT: Neutral evil
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVEMENT: 4 Fl 21 (MC B)
HIT DICE: 3+3
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-5
SPECIAL ATTACKS: Venom
SPECIAL DEFENSES: Darkness
MAGIC RESISTANCE: 40%
SIZE: L (9' wingspan)
MORALE: Steady (11-12)
XP VALUE: 975
The name .gloomwing. describes two entirely different monsters with similar habits but radically different appearances and natures. One type of gloomwing is a fey creature which makes its home on the Prime Material Plane. These monsters resemble huge serpents with large, bat-like wings. They have smooth, scaly bodies and lightly-furred wings. Their overall color is a lusterless black, with a dusty cinnamon brown on the nose, tail, and wingtips. Some specimens are brown all over. All of these winged serpents have glittering amber eyes which glow a baneful red when the creature is enraged or feeding.
Combat: Gloomwings can generate darkness, 15 radius (as the 2nd-level wizard spell) at will as a 4th-level spell caster. They have excellent sight and superior infravision, 180-foot range. Their other senses are extremely keen and allow them to locate and attack opponents even in magical darkness. Gloomwings are wise enough to avoid powerful creatures and large parties of adventurers. However, they are quick to attack when they think they have the advantage. They prefer to swoop to attack from behind, hiding in their own darkness. Gloomwings also use darkness to travel or hunt without detection on moonless nights, and to foil missile fire.
A gloomwing’s venomous bite is its most feared weapon. The bite causes a -1 penalty on each save vs. poison. If the save is not successful, one of the following effects occurs (roll d%):
01-40: Victim flees in fear (as 4th-level wizard spell) for four rounds.
41-75: Victim of less than 8 + 1 Hit Dice (or 8 levels) falls into a catatonic slumber and cannot be awakened for 2d4 turns. Creatures of 8 +2 Hit Dice (or 9 levels) or more are unaffected. Such victims are treated as if they have made their saving throws (see below).
76-85: Victim is stunned for 1d6 rounds. While stunned, victim cannot use Dexterity bonuses to Armor Class, attack, cast spells, communicate, or perform any actions except normal movement or dropping items held in the hands.
87-95: Victim is confused (as the 4th-level wizard spell) for six rounds.
96-97: Victim is feebleminded (as the 5th-level wizard spell). Victims who are not spell casters are treated as if they have made their saving throws.
98-00: Victim suffers double damage (4-10) from the bite and suffers wracking pains and convulsions which render him helpless for one round.
An opponent can suffer from only one of these effects during a single encounter with one or more gloomwings. Unaffected opponents must successfully save vs. poison each time they are bitten, but once a save fails and the victim suffers from a listed affect, all subsequent bites during the encounter inflict only half damage. Gloomwings engage in long melees with opponents who have survived the venom's affects often retreat, only to return1d3 hours later to launch a “new” assault. Gloomwings are immune to gloomwing venom.
Habitat/Society: Gloomwings are thought to serve dark powers (evil priests, dragons, etc.) as messengers, steeds, and spies. A gloomwing can carry 175 pounds and still fly at full speed. They can maintain a flight speed of 14 (MC C) with loads between 175 and 255 pounds, and are grounded if forced to carry loads greater than 255 pounds. Gloomwings prefer to make their lairs in caves set high into the faces of inaccessible cliffs or in ancient ruins. They horde treasure to use as bribes or to purchase services from lesser creatures. These hordes are always well hidden and frequently trapped to prevent theft. Gloomwings can speak the Common tongue and Orc, though with a rasping, hissing voice. They speak the tongue of evil dragons quite well.
Ecology: A gloomwing eats any creature it can overcome, and eats carrion if necessary. They always seek alliances with any evil creatures living nearby. They seek to become the masters if their neighbors are weaker, or well-paid servants if the neighbors are stronger. In either case, gloomwings are not known for fidelity or loyalty
Originally appeared in Monstrous Compendium Forgotten Realms Appendix (1991).
GLOOMWING
FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 4"/19" (MC; B)
HIT DICE: 3+3
% IN LAIR: 20%
TREASURE TYPE: All possible
(in lair only)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-5
SPECIAL ATTACKS: Venom (see below)
SPECIAL DEFENSES: Darkness (see below)
MAGIC RESISTANCE: 40%
INTELLIGENCE: High
ALIGNMENT: Neutral evil
SIZE: L (9. wingspan)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Gloomwings are feared, fey creatures who are thought to serve dark powers as messengers, steeds, and spies. They hunt by night and day, and speak common, orcish, and their alignment tongue in hissing, rasping voices. They possess 180’ –range infravision as well as normal sight, and can see perfectly in near darkness, including the darkness 15’ radius which they can create about themselves at will. (Other forms of magical darkness, not created by themselves, will render them as blind as other creatures.)
Gloomwings use this darkness power as a smokescreen to evade enemies, to dodge and foil missile fire, and to avoid detection when hunting on moonlit nights.
The chilling bite of a gloomwing is its most feared weapon. In addition to doing 2-5 points of damage, the creature’s fangs inject venom into the victim’s bloodstream. The effect of the venom varies for each victim as follows:
01-40: Victim flees in fear (see 4th-level magic-user spell).
41-75: Victim of less than 8+1 hit dice (or 8 levels) affected by sleep, immediately sinking into a catatonic slumber from which he cannot be awakened for 2-8 turns. A victim of 8th level (8+1 HD) or greater is treated as if he made his saving throw (see below).
76-86: Victim is stunned, reeling, unable to think, speak, cast spells, or act—except to drop any items held in the hands—for 1-6 rounds.
87-95: Victim is confused (as the 4th-level magic-user spell).
96-97: Victim is feebleminded (as the 5th-level magic-user spell).
98-00: Victim suffers double damage (4-10 points) from the bite and is rendered helpless for the round in which he was bitten due to wracking pains (with convulsions), but is otherwise unaffected.
Any victim can only be affected by one of these results during a single encounter with one or more gloomwings; after a bite hits and its poison) takes effect, all subsequent bites suffered by the victim in the same encounter will have no effect other than the normal 2-5 points of damage. The victim of a bite is allowed a saving throw vs. poison (made at -1) to avoid the effect of the venom, but this saving throw only applies to the particular bite attack for which it is made. A gloomwing is immune to its own venom, and to that of other gloomwings.
Gloomwings hoard treasure for use in bribing or purchasing the services of lesser creatures. This treasure they conceal in the caves, clifftop eyries, and ruins where they lair, typically cunningly concealed and trapped to prevent theft. Gloomwings are carnivores and will eat any creature that they can overcome--and even carrion, in a pinch.
Originally appeared in Dragon #90 (1984).