Black-Winged Monster-Men

The Nez Perce and a few other Native American tribes were the first to encounter these giant, black-skinned, winged monsters and consider them to be evil spirits or demons. The name given to these creatures translates as “Black-Winged Monster-Men.” A name that has stuck for reasons that will become obvious. However, the verdict remains out on whether these creatures are “men” – intelligent humanoids/D-Bees, archaic supernatural demons, alien insectoids or highly intelligent animals with humanoid bodies.

Black-Winged Monster-Men are nocturnal predators that usually sleep during the day unless rousted and are active at night.

This night activity combined with their leathery, bat-like wings, sometimes leads people to mistake them as some sort of monstrous vampire, but they are not. In fact, though they hunt and work under the cover of darkness, they have no aversion to light and are not vulnerable to sunlight in anyway. They prey upon humans and mammals, eating people and enslaving them as pets, servants and workers. While D-Bees may be targeted as prey or slaves, especially if they resemble people, these monsters prefer humans and human-looking D-Bees.

The name given them is an apt description as the Black-Winged Monsters are rather demonic in appearance and vile in nature.

Their skin is jet black, like polished boots, and large, bat-like wings protrude from their backs, as do a pair of large horns or spikes. Though a bipedal humanoid in appearance, their head and face are anything but human.

The top of the head (and cheeks) is a hard, bony arrangement that some have described as two wide, curved horns, but more resembles a war helmet with a center protrusion. These protrusions on the head have been mistaken, from a distance, as large bat ears. The cheeks are also pronounced and made of the same thick, protective bone. This enables the creatures to butt and ram opponents with their head and to survive falls from great heights, as well as engage in combat with little fear of head injury. They do not seem to have a nose, ears or lips, nor teeth. Though it is difficult to see except up close, there are two tiny holes where you would expect a nose. Similarly, there are flat, reptilian-like ears on the sides of the head below the curved protrusions on the top of the head. The bones around the mouth form a shape of what resembles teeth, but are more like slightly serrated plates giving the creature a robot or insect look. So do the large, sunken, yellow eyes.

Their ebony bodies have a distinct skeletal appearance but seem more like a chitinous exoskeleton than human flesh. The large hands more resemble black bone with long, curved claws coming from the fingertips; three fingers and an opposable thumb. A horn/spike rises up from just behind the shoulders and three blade-like spikes protrude from the sides of the monster’s thigh. All of this, their wings and their Supernatural Strength would suggest they are demons, but that is unclear.

Black-Winged Monster-Men are powerful, agile hunter-warriors that thrive on combat. They prefer to fight tooth and claw, but also wield giant, ornate spears and mauls (hammers) in melee combat. The Native Americans of Idaho, Montana, and lower Alberta and Saskatchewan, sometimes assisted by Lynn-Srial Sky-Knights, Cyber-Knights and other champions of good, have been locked in an ongoing war with these monsters. It started when the Nez Perce waged a major offensive against a thriving colony or city of Black-Winged Monster-Men among the ruins of a pre-Rifts city in the New West. Organized forces of the Nez Perce and their Native American allies caught the creatures unprepared and after a series of intense magical assaults, managed to destroy half of the Black-Winged Monster-Men population and freed many captives.

Since then, the Monster-Men have never established such a large colony (think hornets or bees) and choose to build smaller colonies spread apart from one another. That is because the various tribes and people of Idaho, Montana and lower southwestern Canada continue to battle the monsters in a long running guerrilla war of raids, hit-and-run strikes and limited tactical battles conducted by both men and monsters. When the entire population of a small town, village, tribe or adventure group suddenly vanish without a trace in these regions, it is safe to assume Black-Wing Monster-Men have taken them. (Remember, they eat people!) Slaughtered cattle may also be their handiwork.

Black-Winged Monster-Men either inhabit the ruins of cities or create tall, smooth structures that resemble the termite mounds of Australia, only on a giant scale. All of the structures are dark gray, grey brown, or black, and each is separated by a large courtyard of smooth stone.

Loud contests of combat and battle skills regularly fill these courtyards. Their nests or colonies, like some bees, hornets and termites, are dug underground. A typical small colony has 1D6x10 inhabitants. A medium-sized one has 2D6x10+30. A large colony has 1D6x100+80.

A typical hunting band contains 3D4+1 Black-Winged Monster-Men, while larger war parties seeking human and D-Bee enemies or gathering food stock (people) and slaves are typically 1D4x10. Black-Winged Monster-Men have been reported as far south as Lone Star and as far east as the edge of Arkansas on the borders of the Coalition States, but only in small numbers. Presumably, scouting or hunting parties. They avoid Xiticix territory and fight whenever the two should meet.


Black-Winged Monster-Men

– Carnivorous Predator

Also Known As: The Black Wing, Black-Winged Monsters and Night Demons.

Alignment: Miscreant (50%), Diabolic (45%) and Anarchist (5%).

Attributes:

I.Q. 1D6+10

M.E. 1D6+10

M.A. 1D6+5

P.S. 1D4+25 (Supernatural)

P.P. 1D6+12

P.E. 1D6+14 (Supernatural)

P.B. 1D6

Spd 1D6+19, or 12 mph (19 km) running on the ground.

70 mph (112 km) fly, and can be maintain this top speed for two hours. Can fly 40 mph (64 km) for up to 10 hours straight before needing to stop and rest. 90 mph (144 km) can be attained as short speed burst lasting one minute.

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M.D.C. by Location:

*Head – 1D6x10+100

*Arms and Hands (2) – 1D6+30 each

Legs (2) – 3D6+42 each

**Wings (2, large) – 1D6x10+80 each

Main Body – 1D4x100

* A single asterisk means a small and/or difficult target to strike and requires a Called Shot to hit, and even then the attacker is -4 to strike. Destroying the head kills the creature, but requires a Called Shot to strike with a penalty of -4 to strike as this is a moving target protected by large plate-like horns and bone crest in the middle.

** Destroying one wing makes flight impossible, but lost or damaged wings regenerate in 20 days. Half that time at a ley line.

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Horror Factor: 15

Size: 12-20 feet tall (3.7 to 6 m) with a wingspan of three times

their height.

Weight: 500 to 1,000 pounds (225 to 450 kg).

Average Life Span: 500 years, so they are, indeed, mortal.

Average Level of Experience: 3-6, rarely higher, applies to the rare spell caster and to W.P. advancement. Not available as a player character; NPC villain/monster.

P.P.E.: 2D4x10

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Disposition:

Secretive, cruel carnivores that gather in packs and prey upon humans and D-Bees; large animals and livestock only when humanoid prey is not readily available. They are brutish, aggressive and dominating bullies that enjoy tormenting and torturing lesser beings. They regularly capture humanoids and keep them as livestock in food pens and force other captives into lives of servitude as slave labor, servants and pets.

When a Black-Winged Monster-Man becomes angry with his “pet” or slave, the creature torments and tortures the individual for months before finally sending him to the food pens, or may slay him in a fit of rage.

Equivalent Skill Abilities:

Climbing 70/60%, Intelligence 70%, Interrogation 60%, Land Navigation 90%, Mathematics: Basic 80%, Prowl 50% (+20% at night and flying attacks under the cover of darkness), Skin and Prepare Animal Hides 70% (in this case, that “animal” is people!), Tracking (people) 80%, and two W.P.s of choice (typically W.P. Blunt and W.P. Spear, or other W.P. Ancient). These monsters prefer to rely on their natural claws and powers. Language: speak Dragonese, Gobblely and Demongogian at 94%, but understand most spoken tongues; see Natural Abilities, below. Note: Skills do not improve with experience, except for W.P.s.

Natural Abilities:

Nocturnal beings, they possess nightvision (can see in total darkness 600 feet/183 m) but can see under moonlight or starlight outdoors for 3,000 feet (914 m winged flight, impervious to lightning and electricity, Bio-Regenerate at a rate of 3D6 M.D.C. per 12 hours (double at ley lines and nexus points), and seem to somehow (magically?) understand all languages at 70%, but speak in a growling, guttural voice and in short, broken phrases and single words. (No. Yes. Stop. Go. Sit. Bad. Good. Die! Come this way. Stay here. You work or you die. This be problem. No surrender. Tell you nothing. Punish you I must. And so on.)

Discharge Lightning (special): See Mega-Damage for details.

Repel Animals (special and uncontrolled): This is an innate ability that cannot be turned on or off, animals simply have an adverse reaction to these creatures and want to flee and avoid them whenever encountered. (For game purposes, think of this as identical to the spell Repel Animals, but it requires no P.P.E., is constantly in effect and affects all animals of which the Black-Winged Monster-Man comes within 60 feet/18.3 m.)

Upon seeing these monsters, even from a distance of a 100-200 feet (30.5 to 61 m), domesticated work animals, horses, pets and trained animals such as guard or attack dogs, first begin to whimper, then growl and will want to leave, anxiously pacing or turning in a circle. Unless told to stay or held by a leash/reins the animal will flee, running in the opposite direction and will not return for 1D4 hours or while even one Black-Winged Monster-Man is present.

Even the best trained and most loyal animals will not attack the monster and will turn tail and run away after one melee round. Cattle, livestock and wild animals head for the hills, fleeing for miles and will not return for 2D4 hours, sometimes longer. This includes giant animals like Aegis Buffalo and Fury Beetles.

Wilderness Scouts have learned that when they see a flock, herd or group of animals fleeing in Idaho, and sometimes in Montana or southern Saskatchewan, that a group of Black-Winged Monster-Men are likely to be on the prowl and nearby.

Likewise, entering an area devoid of wildlife – not even birds or insects flying around – means a tribe of the monsters is likely to be living nearby. Perhaps even one of their secret colonies/cities is in the area. Animals try to stay 1D4 miles (1.6 to 6.4 km) away from such colonies.

Note: Whatever this aura or affect is, it makes Xiticix, Dog Boys, other Lone Star mutants, intelligent animal-people and insectoids, as well as Psi-Stalkers, instantly hate, fear and want to attack and destroy Black-Winged Monster-Men! Because they are intelligent, these animal-people can fight the nagging instinct to flee from Black-Winged Monster-Men, but they suffer the following penalties when fighting them: -1 on Perception Rolls, -2 on initiative, -1 to strike and -2 to parry, dodge, disarm, pull punch and save vs Horror Factor.

Attacks per Melee: Six.

Mega-Damage:

May use a simple melee weapon, or fight tooth and claw, and unleash its lightning blasts. The creature loves magic melee weapons, especially spears and hammers, and may try to steal them from adventurers.

  • Bite, Restrained – 1D6 M.D.
  • Bite, Full Strength – 3D6 M.D.
  • Claw Strike, Restrained – 3D6 M.D.
  • Claw Strike, Full Strength – 5D6 M.D.
  • Head Butt – 2D6 M.D.
  • Punch, Restrained (blunt) – 5D6 S.D.C.
  • Punch, Full Strength (blunt) – 3D6 M.D.
  • Power Punch – 6D6 M.D., but counts as two melee attacks.
  • Flying Body Block or Kick: 6D6 M.D., but counts as two melee attacks.
  • Giant Spear – 6D6 M.D., includes Supernatural P.S. consideration.
  • Giant Hammer – 1D4x10 M.D., includes Supernatural P.S. consideration. These are their two favorite weapons.
  • Discharge Lightning (special): Black-Winged Monster-Men can fire small bolts of purplish black lightning from their hands and mouth.
    Range: 800 feet (244 m) +20 feet (6.1 m) per level of experience.
    Mega-Damage: 5D6 M.D. per lightning bolt.
    Rate of Fire: Four times per melee round, leaving two attacks per melee for some other type of attack or action.

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Bonuses (in addition to possible attribute bonuses):

  • +1 to initiative
  • +2 to strike
  • +3 to parry
  • +1 to dodge on the ground
  • +3 to dodge in flight
  • +3 to pull punch
  • +2 to roll with impact
  • +2 to save vs poison and magic
  • +6 to save vs Horror Factor.

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Vulnerabilities:

The monster cannot swim and panics when knocked into water deeper than 15 feet (4.6 m). Is easily drowned in deep water.

The creature has one significant and weird weakness, but few people in this M.D.C. world know about it: iron. Cold Iron: Pure iron, not alloys of any kind, inflicts Mega-Damage and other effect on these creatures. Simple contact with a handful of it iron dust/filings, ore or raw material imposes a penalty of -1 to all combat rolls (strike, parry, etc.). Being bound in iron chains or a collar, puts the creature in a dazed and stunned state, incapable of any action or coherent thought.

Penalties: The number of melee attacks is zero, combat bonuses are reduced to zero (unmodified die rolls only), reduce speed by 90% and skill performance is -60% for the entire period while bound or otherwise diminished by the presence of iron, unless a save vs non-lethal poison is successfully made.

A successful save vs non-lethal poison (16 or higher) means the effects of iron are still presents, but not as severe, imposing the follows penalties:

-3 attacks per melee round, -4 to strike, parry and dodge, -15% to skill rolls, and reduce speed by half for the next 1D4 minutes before the victim must roll to save again. If the second save is successful, all penalties are removed. If the save fails, the penalties, above, continue until the iron is removed and an additional 1D4 minutes after.

Weapons made of cold iron inflict double their normal S.D.C. damage in M.D.; i.e., an iron long sword that normally inflicts 2D4+2 S.D.C. would inflict 4D4+4 M.D. to the monstrous Black-Winged Monster-Men.

Its aggressive, brutal nature and disregard for other intelli- gent life forms also works against the creature and often gets it into trouble. Most people regard Black-Winged Monster-Men to be dangerous creatures to be slain or run-off whenever encountered.

Magic: Very rare. Among large groups of Black-Winged Monster- Men, one in 400 may be a low to mid-level Ley Line Walker or Necromancer (never higher than 6th level).

Psionics: None.

Habitat:

Clearly they originate from a Rift in Idaho and are most numerous in that State of the Old American Empire. There are at least two termite mound habitats in this region. Each contains 1D4x1,000 Black-Winged Monster-Men, plus slaves and humanoid food stock. They are also encountered in small groups of 4D6, usually nomads or hunting parties, throughout Idaho, as well as Montana and lower Saskatchewan (Canada), but sometimes in other parts of the New West.

The creatures are attracted to the ruins of pre-Rifts cities and mountain regions.

Enemies:

Cyber-Knights, Sky-Knights (see Rifts® New West), Wild Psi-Stalkers, Dog Boys, Xiticix and the Nez Perce of the Nimipu Preserve in particular, but all Native Americans, heroes and champions of good in general.

These creatures prey upon humans and D-Bees as their primary food source, treating them like cattle, pets and work animals. They tend to ignore or spare monstrous/inhuman looking D-Bees, however, unless attacked first. For example, they do not attack or enslave Simvan Monster Riders.

Allies:

Sometimes associated with other evil beings, including wicked human sorcerers and Shamans. It is interesting to note that Black-Winged Monster-Men do NOT associate with demons or other supernatural beings unless enslaved by them. Despite their reputation, these creatures do not side with the forces of Hell in the Minion War, nor do they associate with demons.

They keep to themselves during the Minion War, maintaining their simple predatory lifestyle.

Value: None, except maybe to Necromancers who might want to buy their heads, wings and claws.