ThursdAD&D: Fens
This Sunday, the AD&D game continues as the characters — all squires serving Lady Mirelyn — continue to investigate sinister and secretive skullduggery in Saltmarsh’s allegedly haunted house. So far, the squires have found little evidence of haunting, but they have found evidence of murder in the form of a rot grub bloated corpse in the house’s basement.
Last Thursday, I presented AD&D versions of two creatures from the 1981 printing of TSR’s Gamma World. I’m a little more pressed for time this week, so here’s one more mutant monster reimagined.
Fen
Frequency: Rare
No. Appearing: 4-40
Armor Class: 7
Move: 6″//12″
Hit Dice: 2+1
% in Lair: 30%
Treasure Type: D
No. of Attacks: 2
Damage/Attack: 1-6/by weapon
Special Attacks: Nil
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Low to average
Alignment: Neutral (evil)
Size: M
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/65 + 3/hp (Assistant or guard: III/110 + 4/hp. Leader: IV/170 + 5/hp. Chief: V/300 + 6/hp. Shaman: III/135 + 4/hp.)
Climate/Terrain: Coastal waters and swamps/tropical to temperate
Organization: Tribal
Activity Cycle: Any
Diet: Omnivore
Morale: Elite (14)
Fens are intelligent, man-sized humanoid fish. On land, they walk on stubby fins that double as legs. Fens have both lungs and gills, and they may remain out of water for as long as 24 hours without suffering any ill effects. Due to their translucent skin, fens blend into their environs when underwater so as to become invisible (requiring the ability to see invisible objects to locate them) as long as they are not attacking.
Fens are immune to electricity, and they take half damage from fire-based attacks. They make saving throws against light-based attacks with a +2 bonus. Fens fight with weapons, especially stabbing weapons and nets. They also use their tails to club their enemies. Once per day, a fen can polymorph into a large bird (treat as a giant eagle, but the fen’s hit points do not change). A fen can maintain its bird form for up to 1 turn.
For every 10 fens encountered, there will be a leader with armor class 5, 19 hit points, and 4+1 hit dice and four assistants with with armor class 6, 14 hit points, and 3+1 hit dice. If more than 24 are encountered, there will be in addition a chief with armor class 4, 22 hit points, and 5+1 hit dice and 12 guards with armor class 5, 12-14 hit points, and 3+1 hit dice. For every 10 fens encountered, there is a 50% chance for a shaman with 3+1 hit dice and the spell ability of a 3rd-level cleric.
The lair of these creatures is usually underwater in caves. Fens rarely build crude villages on the coast or on a hillock in a swamp. A fen lair will be protected by 2-8 giant electric eels (if underwater) or 2-5 crocodiles (if built on land). Female fens are nearly indistinguishable from males, and usually stay in the lair, where they guard hatcheries and train the tribe’s animals. Females and young typically number 85% and 125% the total number of males.
Fens are omnivorous, but they are likely to prefer human flesh to other meats.