Flow Fiend
    Sometimes travelers between crystal spheres fall (or are thrown) into the phlogiston flow. Most simply calcify. Some evil folk are spared this fate; the powerful and mysterious evil entity called the Great Father “rescues” the castaways by transforming them into smaller versions of himself. Thus the flow fiends are born, and no one knows why the Great Father is creating flow fiends. Some speculate that the monster plans to conquer wildspace.
    Flow fiends very in height, depending on the race of the original victim; as a rule, a victim grows between a quarter and a third of its original height. Flow fiends have four muscular arms, each with a powerful hand with overgrown fingernails. The flow fiend's mouth is filled with razor sharp teeth. The creature walks upright, its body bulging with exaggerated, twisted muscles rippling under a sickly yellow skin. Sometimes, the victim's previous features are recognizable. It has its own language, a form of Common as ugly and transformed as it is.
    Flow fiends are genderless, but may seem to have a gender. They “swim” through the flow in search of food or other victims to convert, as this is the only way to add to their numbers. These beasts relish combat and waylay as many ships as possible for they know the flow offers many spelljamming vessels traveling between crystal spheres. When a ship passes by them they use their powerful claws and jaws to grab a spelljammer hull and climb on the deck. If more than three flow fiends are encountered, they attack at different parts of the ship to surround their victims. Sometimes they just toss sailors overboard to other flow fiends waiting in the flow.
    Only evil or chaotic neutral characters are “eligible” for “conversion” into flow fiends, and as such the flow fiends will only seek to “subdue” such individuals not kill. They have the ability to discern who is chaotic, evil and good in alignment.

CREATING A FLOW FIEND
    “Flow Fiend” is a template that can be added to any humanoid creature (referred to hereafter as the “character”) that has been “converted” by the Great Father. The creature's type changes to “outsider”, and is typically one size larger. It uses all the character's statistics and special abilities except as noted here.

Hit Dice: Same as characters or 1d8, whichever produces the higher hit point total.
Speed: Same as character, plus fly 60 feet (good).
AC: The flow fiend has +8 natural armor or the creatures natural armor whichever is better.
Attacks: A flow fiend gains bite and four attacks with its clawed arms (a few flow fiends may have weapons it likes to use) if it did not have them already.
Damage: Use the damage values in the table below to determine bite and claw attack of a flow fiend:

    Bite Claw  
  Size Damage Damage  
  Diminutive 1d2 1  
  Tiny 1d3 1d2  
  Small 1d4 1d3  
  Medium 1d6 1d4  
  Large 1d8 1d6  
  Huge 2d6 1d8  
  Gargantuan 2d8 2d6  
  Colossal 4d6 2d8  

Face/Reach: Determine by creature's size, for example: medium-sized creature typically has 5 feet by 5 feet /5 feet and large humanoid has 5 feet by 10 feet /5 feet.
Special Attacks: A flow fiend retains all the character's special attacks and also gains the following:
    Improved Grab (Ex): To use this ability, the flow fiend must hit with two claw attacks in the same round, the victim is considered pinned. The flow fiend's jaws and other arms hit a pinned foe automatically, to reduce the victim to a bloody pulp. A pinned foe may attempt to break the beast's pin as an action, using the grappling rules found on page 137 of the Player's Handbook.
Special Qualities: A flow fiend retains all the character's special qualities, plus dark vision of 60 feet if not has such already and those listed below.
    Damage Reduction (Su): A flow fiend's body is tough, giving the creature damage reduction 15/+1.
    Immunities (Ex): Flow fiends are immune to the calcifying processes of the flow and to all hold, flesh to stone, paralyzation, and petrifaction.
    Regeneration (Ex): The flow fiend seems to draw from the Phlogiston to heal it self very rapidly, only fire and holy and blessed weapons deal normal damage to a flow fiend, allowing the creature to heal 4 hit points of subdual damage per round.
    Spell-like Abilities: At will — detect chaos, detect evil, detect good and detect magic. These abilities are as the spells cast by a 7th level sorcerer (save DC 10 + spell level).
    Spell Resistance (Ex): The flow fiend has a spell resistance rating of 14.
Saves:Same as character
Abilities: Modify the character as follows: Str +6, Con +2, Cha –2
Skills: Flow fiends receive a +2 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks, other wise same as character.
Feats: Same as the character plus bonus feat Multidexterity
Climate/Terrain: Phlogiston
Organization: Pair or Pack (2-8)
Challenge Rating: Same as the base creature +2
Treasure: Standard, with the exception of no coinage or gems
Alignment: Always chaotic evil
Advancement: By character class

Flow Fiend Characters
    Flow fiends nearly always have character class, favoring fighters and thieves. The flow fiends retain all class abilities it had before it conversion to an outsider.

SAMPLE FLOW FIEND
    This example uses a 7th level human fighter as the base character.

Flow Fiend
Large Outsider
Hit Dice: 7d10+28 (70 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (good)
AC: 19 (-1 size, +2 Dex, +8 natural)
Attacks: 4 Claw +11, Bite +6
Damage: Claw 1d4+5, Bite 1d6+5
Face/Reach: 5 ft. by 10 ft. / 5 ft.
Special Attacks: Improved Grab
Special Qualities: Damage reduction 15/+1, darkvision 60 feet, immunities, regeneration 4, spell-like abilities, SR 14
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 20, Dex 15, Con 18, Int 12, Wis 10, Cha 8
Skills: Climb +7, Hide +9, Intuit Direction +2, Listen +7, Move Silently +5, Navigation–Phlogiston +2, Sense Motive +4, Search +4, Spot +4, Swimming +7
Feats: Armor Proficiency (Light, Medium and Heavy), Cleave, Dodge, Improved Initiative, Improved Unarmed Attack, Martial Melee Weapons, Mobility, Multidexterity, Multiweapon Fighting, Power Attack, Shield Proficiency, Simple Melee Weapons, Toughness, Weapon Finesse, and Weapon Specialization.
Climate/Terrain: Phlogiston
Organization: Pair or Pack (2-8)
Challenge Rating: 6
Treasure: Standard, with the exception of no coinage or gems
Alignment: Always chaotic evil
Advancement: By character class

In the Spheres
    The flow fiends have forgotten everything about their former lives and now exist as a hunting pack eager to please their master. All flow fiends obey the mysterious entity they call “Great Father.” Scholars speculate that this is a double-strength flow fiend, probably native of the Outer Planes. The flow fiends' greatest goal in life is to please the Great Father by bringing victims for conversion and capturing meat.
    Flow fiends take candidates for conversion to a remote island in the flow that is built of thousands of calcified victims of the flow which also make up the columns of the temple and alter found thier. It is upon the alter that the victim is then transformed into flow fiends, in attendance a great multitude of flow fiends and Great Father himself.


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©2002 Wizards of the Coast, Inc.

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Flow Fiend, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Flow Fiend ©2002, Mark Doolan
Image by Ron Pollard
Original Source: Monstrous Compendium #7

    Notes on this Conversion: I have chosen to make the Flow Fiends a Template because they are 'transformed' individuals that maintained their intelligence, and most people serving on board spelljamming vessels are likely to have a character class even if it means they are only 1st level. Also making them a template allows a dungeon master to modify an encounter to really give a party of adventures a run for their money (or make encounter more likely to be survived)! The reduced damage (with respect to size) is in keeping with most creatures in 3E that have claws that are of given size. The sample flow fiend is very close to the original that was presented in the Monstrous Compendium #9 for those who not want to customize or change much the Flow Fiends, can use this as the standard if they wish. And finally I added treasure for the flow fiends as this will make some of the fiends be more efficient if allowed to keep their old weapons or equipment, and as such the Great Father wanting to create havoc, allows them to maintain such old items. The flow fiends have no need for coinage or gems and as such will be in possession of the Great Father.