There was a conversation over at the Unknown Armies Fan Club, and somebody posted these poor Swedish translations over pictures of birds. One thing led to another, and the Tomb Duck was born.
The tomb duck is a duck that has felt the touch of ultimate evil, rather like an anatine version of a bodak. Like regular ducks, they tend to hang out by the water, although their aversion to sunlight means they are typically only found underground, or at night.
Tomb Duck (Lamentations of the Flame Princess/OSR)
AC 14 (AC 8 in AD&D), HD 1d4, Move 60', Fly 270', Morale 12
Attacks: Death Gaze (victims within 30' that meet the tomb duck's gaze make a saving throw vs. paralyzation or die)
Tomb ducks are immune to charm, hold, sleep, slow, and poison. They have infravision to 180 feet. Tomb ducks take 1 point of damage per round from direct sunlight and are turned as undead.
Tomb Duck (Dungeon Crawl Classics)
Tomb Duck: Init +0; Atk special (see below); AC 12; HD 1d4; MV 15’, Fly 90'; Act 1d20; SP immune to charm, hold, sleep, slow, and poison, infravision 180'; SV Fort +0, Ref +0, Will +2; AL C.
A tomb duck attacks with its vicious death gaze. Anyone within 30 feet meeting the tomb duck's gaze must make a DC 10 Fort saving throw or else be instantly slain. Tomb ducks take 1 point of damage per round from direct sunlight and can be turned.