Climate/Terrain: Any cursed inhabited lands
Organization: Solitary, Pair, or flock
Activity Cycle: Diurnal
Intelligence: Animal through Semi(1-4)
Alignment: Neutral Evil
No. Appearing: 1-12
Armor Class: 7
Movement: 3, Fly 12(C)
Hit Dice: 1/4
No. Attacks: 1
Damage: 1 or 1d2
Special Attacks: Poison
Special Defenses: None
Magic Resistance: None
Size: Small(' wingspan)
XP Value: 15
Doomkins are the result of raising chickens on cursed lands, or perhaps a little too close to wizard towers. The look like large chickens or roosters with a scorpion's tail.
Combat: Doomkins attack in a flurry of pecks and scratches, that do a total of 1 point of damage each round if they're attacks manage to successfully hit. Their only other attack is to use their stinger. If the stinger connects, the victim must make a save vs. poison(at a +4 bonus) or be paralyzed for 1d6 hours.
Habitat/Society: Doomkin only willingly associate with other doomkin, killing any and all other creatures on the farms in which they were born. There is only a 1 in 100 chance that any chicken hatched in cursed areas will be born a doomkin. If the doomkin manages to escape it's initial home, it will try to join up with other doomkins. Oddly enough, Kobolds actually revere doomkins and are known to leave offerings to placate the wrath of the creatures(it never actually works, but the kobolds either don't realize this, or don't care).
Ecology: Doomkins are not natural creatures, and thus play no actual role in any normal ecosystem. The one up side to Doomkins is that they never breed in the wild, though there are reports of truly insane wizards using arcane means with which to propogate the species. Whether or not this has been successful is unknown.
Two Old School D&D Character Sheets
3 hours ago