Mange Flies

From The Black Vault
Jump to navigationJump to search

MANGE FLIES by Reagren Wright

Ley lines or Transitional Places of Power within swamps are breeding grounds for these annoying pests. They are essentially large green mosquitoes. Unlike the typical mosquito both the male and female bite, but its not blood they are after its P.P.E. These tiny P.P.E. vampires hunt down magic practitioners and those carrying magic items. The bite from this mosquito drains 1D4 P.P.E. from its victim unless a save vs. magic is made (4 I.S.P. for every 1 P.P.E.). Those bitten by these mosquitoes that are non non-magic practitioners or psychics do not lose any P.P.E. Of course, this may seem a minuscule amount of potential psychic energy, but all it takes is for one mosquito to successful drain one P.P.E. point from a victim when the insect releases a chemical scent that can be smell a distance of about 4 miles (6.4 km). Two to five minutes later up to 10-40 (1D4x10) mosquitoes will arrive. It a matter of moments, they can drain a mage of all his P.P.E. (I.S.P. for psionics). Each mosquito is capable of draining 10 P.P.E. which satiates the insect for 24 hours. For all purposes, mages and psychics have no choice but to flee, destroy, or protect themselves from these pests. Killing them however by any means other magic or psionics, releases a death scent chemical alarm. This odor can be scented four miles away (6.4 km), although it is strongest within the first mile (1.6 km) and will summon 10-40 additional mosquitoes.
Those with holistic medicine can prepare a number of herbal remedies that can be used to disguise ones scent from these mosquitoes (the equivalent of modern day insect repellent). Bathing in salt water provides 2D6x10 minutes of protection (both ones body odor overrides the smell). Wearing body armor does not protect one from being bitten neither does the spell Armor of Ithan. They are not repelled by fire but are kept at bay by clouds of smoke. They cannot survive in the cold. Magical barriers are excellent means of protecting one from these supernatural annoyances however, some might not be possible to utilize while traveling (circle magic for example). Anyone who receives a blessing of a person by a priest has an extra +1 to save against having ones P.P.E. drain. These mosquitoes cannot survive outside the boundaries of a ley line region or the radius of a transitional place of power, they die within 4 melees. Of course, necromancers and summoners who have just as much to fear from these pests have in turn found them useful in very cunning and clever means.

Hit Points/S.D.C.: 1

Average P.P.E.: 1-10.

Appearance: A bright green mosquito with yellow eyes. Males and female are indistinguishable.

Natural Abilities: Fly and hover, can fly continuously for 2D4 hours (traveling over 50 miles/80 km in a single day), have no need to eat or drink, polarized vision, 180 degree area of sight, sense psychic and magical energy (same as a 6th level psi-sensitive), sense supernatural beings (same as a 6th level psi-sensitive), see aura (cost no I.S.P.), see the invisible, Drain P.P.E (a bite causes no damage, but those who are practitioners of magic or psychics, must save vs. magic (12) or the mosquito will drain 1D4 P.P.E. (4 I.S.P. for every 1 P.P.E.). The creature can drain up to 10 P.P.E. points before becoming satiated for 24 hours. If a person receives more than 4 bites, the save vs. magic is done with a -1 penalty (this penalty is accumulative). In addition, 4 bites cause mild itching for 4D6 hours (-1 to initiative). More than 10 bites causes severe itching (reduce M.A. by half, -4 on initiative, and lose one attack per melee), chemical death alarm if killed by non-magical or psychic means, chemical attraction after successful draining 1 or more P.P.E. The target will be marked for 1D4 hours. Both chemicals can only be smelled by other Mange Mosquitoes or beings/creatures with advance/superior sense of smell (Canine Races or Orcs).

Attacks Per Melee: Two (it will not give up until dead or it has feed). The bite of a single mosquito will only felt on a Perception Roll of 12 or better, 17 or higher during combat or during a moment of intense action or concentration.

Speed: 44 flying (30.8 mph/49.5 km), with bursts up to a speed of 66 (46.2 mph/74.3 km) lasting 1D6 minutes.

Damage: They cannot inflict physical damage only drain P.P.E. (I.S.P.)

Bonuses: +3 on initiative, +6 to strike, +6 to auto dodge, impervious to horror factor, phobia, fear magic, illusions, and magical concealment). Penalties: Attackers are -6 to hit with projectile or missile/throw weapon, -3 to hit with a melee weapon or punch, -4 to hit with a kick. There is an additional -3 to hit the mosquito if it is moving (flying) or is more than 30 feet (9.1 m) away (both penalties are accumulative.

Vulnerability: -5 to save vs. magic and psionics.

Magic: None, other than drain P.P.E. (killing them does release P.P.E. at double the amount whatever it possess-hint-hint).

Psionics: Natural Sensitivity to magic and psionics.

Value: None, no alchemist in his right mind wants them. However, there are some crafty necromancers and summoners who will pay for large gatherings (100-200 gold per 10 individual, maximum of 50).

Average Life Span: Unknown

Habitat: Exclusively in swamp and marshes in rich P.P.E. environments

Range: Yin Sloth Jungle, Land of the South Winds, Old Kingdom (low lands), Land of the Damned (here their numbers encounters are doubled-2D4x10)

Language: None

Enemies: Frogs, toads, and anything else that eats insects. Nearly all mages and psychics detest them. Faerie Folk kill them on sight.

Allies: None.

Size: .6 inches (16mm)

Weight: .04 grains (2.5 mg)