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 are genderless, but may seem to have a gender. They 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.
Combat 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.
Immunities (Ex): Flow fiends are immune to the calcifying processes of the flow and to all hold, flesh to stone, paralyzation, and petrifaction.
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.
Regeneration (Ex): A flow fiend takes normal damage from fire and good-aligned magic weapons, and from spells or effects with the good descriptor.
Rend (Ex): A flow fiend that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.
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).
Skills: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
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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Flow Fiend, © 1990 Wizards of the Coast, Inc.
d20 System, Conversion of Flow Fiend ©2005,
Mark Doolan
Image by
Ron Pollard
Original Source: Monstrous Compendium #7