I'm particularly proud of these fiendish fellows. Thanks to TJ for the Rule of 13. The Stinking Cloud info comes straight from the PHB.
DEVIL DUCKS
Tiny animal
HD: Variable (see Rule of 13)
Init: +2
Speed: 10 ft., Fly 30 ft., Swim 20 ft.
AC: 14 (+2 size, +2 DEX), Touch: 14, Flat-footed:12
BAB/grapple: +2/-10
Attack: +2 melee (1d4-1, min. 1 + 1d6 fire)
Space/reach: 2.5 ft./0 ft.
Special qualities: lowlight vision, waterproof
Saves: Fort +3, Reflex, +5, Will +3
ABILITIES:
STR 3
DEX 15
CON 10
INT 2
WIS 12
CHA 8
Skills: Listen +5, Spot +5, Swim +8
Feats: Endurance (+4 on checks or saves vs. non-lethal damage)
Environment: Any temperate freshwater body of water
Organization: Flock of 13
Challenge Rating: 5
Advancement: none
Level Adjustment: none
Alignment: Neutral Evil
Treasure: standard, MUST include at least 2 magical items
Combat: Devil Ducks come in a flock of exactly 13. They are frequently placed as guardians of treasures by mages who create them for that purpose. All 13 ducks in a Devil Duck flock are identical.
Rule of 13: Each of the 13 Devil Ducks has exactly 13 HP. Every time a duck is killed, it rises from the dead at the beginning of the next round. Each duck's HP are decreased by the number of ducks that have died. (Ie: If two ducks die in a round, at the beginning of the next round they rise from the dead and all Devil Ducks have 11 HP 9including those who have just risen from the dead)). Once 13 ducks have been killed, all 13 ducks disintegrate into a Stinking CLoud (duration 4 rounds). Living creatures within the 20 ft. radius, 20 ft. high cloud become nauseated by its vapors. This condition lasts as long as the creature is in the cloud and for 1d4 + 1 rounds after leaving. A successful Fort save (DC 15) negates these effects, but a creature must make this save for each round it remains within the cloud.
Devil Ducks are easily recognized by their number (13), their color (red & orange) and by the bright orange-yellow horns on their heads. After the Stinking Cloud effect their death causes disperses, a Search check (DC 15) will turn up their treasure nest, usually in tall gras or reeds, sometimes in a hole by a riverbank or near the edge of a pond.
Oh . . . and did I mention they have teeth?

Creature created 28 April 2006 by Kelly Fitzpatrick. Feel free to use in your games; please give credit where it is due.
Tags: Monster D&D Duck Devil Animal