Super Fly (3.5e Creature)

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Super Fly
Size/Type: Tiny Outsider (Extra-Terrain)
Hit Dice: 1/8d8+1 (1 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 5 ft. (1 square), fly 30 ft. (perfect)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/−13
Attack: Nose -2.875 melee (1 -5)
Full Attack: Nose -2.875 melee (1 -5)
Space/Reach: 2-1/2 ft./0ft.
Special Attacks: Burrow
Special Qualities: Darkvision 60ft., extra-terrain qualities, outsider traits
Saves: Fort +2, Ref +6, Will +3
Abilities: Str 1, Dex 19, Con 11, Int 1, Wis 12, Cha 3
Skills: Hide +12, Listen +9, Spot +8
Feats: Improved Initiative
Environment: Any underground
Organization: Solitary, Pair, Gang (2-5), or Swarm (5-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral evil
Advancement: By HD: 1.125-0.25 HD (Tiny); 1.25-0.375 HD (Small)
Level Adjustment:
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More information...

A mosquito-like creature flies toward you and you swat it down. It falls from the air and emits a horrid screech. You hear a buzzing from a tunnel to your left. Suddenly, thousands surround you and tear you to pieces.

Super Flies are similar to over-sized mosquitoes with a peculiar habit of burrowing into their prey. The have long black bodies with red abdomens. Their long snouts make up half their length.

Combat[edit]

Super Flies pierce anything with blood in it, although they seem to get no sustenance from it.

Burrow (Ex): After piercing their opponent, a Super Fly will burrow into its opponent. It enters the skin and burrows underneath, causing 1 point of damage every round it remains in. It cannot penetrate creature with natural armor bonuses, but will slip through the cracks in armor. A burrowed Super Fly can only be removed with a successful Heal check, DC 8. Each attempt deals 1 point of damage to the victim, regardless of if it fails or not.

Society[edit]

Super Flies are the weakest of all the Extra-Terrain, and therefore, the first to be eaten.



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