flinderkin
MonsterLand of Eem Bestiary · p.54
Open source p.54Names Thwin, Shooma, Weeth, Fwina
Seven-foot tall moth people with six limbs and two large, lantern eyes capable of seeing in any level of darkness. Their beautifully patterned, powdery white, gray, or blue wings can easily lift their lithe, wiry frames to the tippy tops of the oldest, wurlwood trees. The powdery dust that covers their bodies is so potent that sniffing too much at close proximity puts a grown person to sleep for hours and hours.
Names: Thwin, Shooma, Weeth, Fwina
abilities
Multi-Limbed
May use one Action to make two Attacks..
Flinder Dust
Once every Combat, may beat their wings to release sleep-inducing dust. All Close and Nearby targets must make a Vitality Check:
- 1–2. Target falls UNCONSCIOUS for the Conflict and is TIRED when they wake.
- 3–5. Target falls UNCONSCIOUS for rounds and is TIRED when they wake.
- 6–8. Target becomes TIRED.
- 9+. Target is immune to flinder dust for the session.
Swoop Attack
Once every 3 rounds, may charge in the air and attack a Close, Nearby, or Faraway target, before flying back to Faraway range. Only ranged weapons can Counterattack a Swoop Attack.
vulnerabilities
Flinderkin are strangely fascinated by flame, becoming almost hypnotized by it (Mettle Check to resist).
social
Flinderkin are generally aloof creatures that rarely engage with other cultures. They bristle at gregariousness, seeing it as an insult to act so familiar with strangers. It takes much to gain a flinderkin's trust and few have been so lucky as to visit their treetop villages. On the other hand, they respect secrecy and secrets, and honor anyone on a furtive mission, perhaps even aiding them.
combat
Flinderkin first attempt to put as many foes to sleep as possible with their dust. If that fails, they swoop in and out of melee. As multi-limbed, ambidextrous creatures, they can be fierce combatants, wielding blades forged from razor sharp leaves.
defeat
Flinderkin usually accept defeat gracefully, and willingly back off or comply with demands. They know many secrets whispered on the wind and may part with one if necessary.
victory
Flinderkin generally find no use for strangers in their midst. Instead of killing or keeping prisoners, they put their Defeated foes in a deep sleep and abandon them somewhere in the wilderness far from their treetop villages.