Strix
Grotesque flying heads with slithering tentacles for hair and bat-like wings
Basic Fantasy Field Guide Omnibus
| Armor Class | 12 |
|---|---|
| Hit Dice | 1+1** |
| Number Appearing | 1d20 |
| Attacks | 1 bite (1d4) |
| Movement | Fly, 60' |
| Save As | Fighter: 1 |
| Morale | 9 |
| XP | 49 |
| Treasure Type | U (See below) |
Strix are abominations that appear as grotesque flying heads with slithering tentacles writhing in place of hair, and with wings like those of a bat. They lair in the dark places below the earth, or in those ruinous buildings which stand far away from the sun. Strix hate light, and so are only seen above ground between dusk and dawn. They will attack light sources, knocking torches to the ground, and smashing lanterns. They will retreat from any light brighter than that, and daylight blinds them. Strix have exceptional Darkvision out to 90 feet.
Strix don’t covet treasure of any type so any found in the lair will be incidental.
Special Abilities
Terrifying Scream: When heard all within 120 feet must save vs. Spells or be paralyzed with fear for 2d4 rounds.
Destructive Bite: A save vs. Poison must be made for each bite inflicted. Failure means that hit points lost are permanent and cannot be healed except through powerful magic such as a heal or wish spell.
Macabre Transformation: Strix reproduce through kissing paralyzed victims who must save vs. Poison or be subject to a macabre transformation. Initially no ill effects will be felt, but after 1d6 hours they will fall into a deep sleep. This lasts for 24 hours minus the victim’s CON. They then awake, and all seems well. Then, on the first night after wakefulness they will begin to scream deafeningly. Their head will begin to pull away from their body, and as it detaches, the head will bathe in the blood issuing from the neck, sprout wings, and seek out its first victim as newly-risen strix. A cure disease spell prior to this will prevent the transformation, but once the head is detached the victim is dead.
Light Vulnerability: Hate light and only seen above ground between dusk and dawn. Will attack light sources, knocking torches to the ground and smashing lanterns. They will retreat from any light brighter than that, and daylight blinds them.
Darkvision: Exceptional Darkvision out to 90 feet.