Birds of Prey

The shaitar are the most common and well-known flying predators on Prometheus. These featherless birds have a lot in common with reptiles, most of them resembling winged lizards. Their bat-like wings allow them to fly at high speeds with plenty of manoeuvrability.

There are numerous subspecies of shaitar and they all seem to go along very well with each other, very often mixing together as part of the same flock. All shaitar are carnivorous and they hunt together in flocks. They are a persistent lot and won’t shy from taking on large prey if they have sufficient numbers.

Shaitar have very keen sight and gain a +4 bonus to any Perception rolls based on it.

Arrowhead

The arrowhead is somewhat unique among the shaitar due to having an actual beak. Extremely sharp and pointy, this is used to impale when the arrowhead crashes into its prey at high speed.

Level 3 shaitar (small)

400 XP

Attributes: Muscles 2, Reflexes 6, Brains 0, Guts 3

Defences: Evasion 8, Resolve 3, Toughness 2

Health: 13

Speed: 50 feet (flying)

Initiative: 9

Attacks

Beak: +6 to hit (close combat). Ignores 2 points of armor. 1d6+1 physical damage.

When the Arrowhead attacks with its beak, it does +1 damage for every 10 feet it moved before the attack, up to a maximum of +5 damage. A successful hit allows the Arrowhead to impale the target and remain attached to him. While attached, the Arrowhead can use a move to drive its beak deeper in the target, automatically inflicting 2d4 damage per move.

The victim can try to pull out an attached Arrowhead by using an action to roll Muscles versus the Arrowhead’s Muscles. He can also attack the Arrowhead with a +2 bonus to the attack roll, but only by using a one-handed weapon.

Bloodclaw

Easily as large as a horse, the bloodclaw is the largest shaitar subspecies so far encountered and can be found leading the larger flocks. Although skin patterns vary among bloodclaws, their large claws are always a deep crimson. Because a bloodclaw’s wingspan is nowhere near enough to support its weight, it has been theorised that it provides additional lift through an innate psionic ability.

Level 7 shaitar (large)

1,600 XP

Attributes: Muscles 9, Reflexes 6, Brains 0, Guts 6

Defences: Evasion 7, Resolve 6, Toughness 9

Health: 64

Speed: 60 feet (flying)

Initiative: 9

Attacks

Bite: +10 to hit (close combat). 2D8+4 physical damage.

Claw: +10 to hit (close combat). 2D6+4 physical damage.

A Bloodclaw has +2 Resolve against psionic powers and is resistant to psionic damage.

When it uses an action to attack, a Bloodclaw strikes with two claws (rolling separately for each). If both claws successfully hit the same target, it will also automatically bite (no roll necessary) as part of the same action. Instead of biting, a Bloodclaw that has moved at least 20 feet in a straight line before the attack is able to seize a normal-sized or smaller target. The bird can then continue moving for the rest of its unused movement speed in a straight line, tossing the target at great speed at the end of its movement. The victim lands 2d10x2 feet ahead of the Bloodclaw’s final position and suffers 1d6 physical damage multiplied by 1 for every 10 feet the Bloodclaw travelled after the attack.

For example, a Bloodclaw that has moved 30 feet before striking with both claws can grab someone and move for another 30 feet before tossing him for 1d6x3 impact damage.

Once per battle, a Bloodclaw can use an action to whip all other shaitar within 60 feet into a blood frenzy. It can only do this after it has inflicted a total of 20 or more damage during the current encounter. Frenzied shaitar gain a +2 bonus to attack rolls and +10 feet flying speed. The frenzy lasts for 10 rounds or until the Bloodclaw is killed.

Greenfang

The smallest among the shaitar, this creature gets its name from the green saliva coating its mouth and teeth. It contains a neurotoxin strong enough to outright kill small prey and cause extreme pain even in man-sized creatures.

Level 1 shaitar (tiny)

100 XP

Attributes: Muscles 0, Reflexes 5, Brains 0, Guts 2

Defences: Evasion 8, Resolve 2, Toughness 0

Health: 3

Speed: 60 feet (flying)

Initiative: 8

Attacks

Bite: +0 to hit (close combat). 1 physical damage plus poison (see below).

When a Greenfang bites, it delivers a poison that causes painful and debilitating spasms. If the target fails a Toughness roll versus 12, he suffers a -2 penalty to all Muscles and Reflexes rolls and his movement speed is halved for 1d10 minutes.

Once every 3 rounds a Greenfang can spit its poison up to 30 feet away. This is a ranged attack using Reflexes. On a hit, the target doesn’t suffer any damage but has to roll Toughness to resist the poison’s effects.

Needlewing

The shaitar equivalent to an attack aircraft, the needlewing possesses muscular organs in its wings that can shoot sharp, needle-like bones. These come loaded with potent digestive liquids that make them truly dangerous.

Level 3 shaitar (small)

400 XP

Attributes: Muscles 1, Reflexes 6, Brains 0, Guts 3

Defences: Evasion 8, Resolve 3, Toughness 1

Health: 10

Speed: 60 feet (flying)

Initiative:9

Attacks

Bite: +1 to hit (close combat). 1d3 physical damage.

Needle: +6 to hit (range 60/180 feet). 1d3 physical damage plus 1d4 acid damage. Ammo 10.

A Needlewing can make two needle attacks per action. Once it has used all of its available needles, it has to wait one day for new ones to grow.

Razorwing

No larger than an overgrown bat, this is a nevertheless dangerous and extremely agile flyer. Its most distinctive feature is multiple razor-sharp bones adorning its wings. The razorwing makes great use of those by performing fly-by attacks until its prey succumbs to the deep cuts inflicted.

Level 1 shaitar (tiny)

100 XP

Attributes: Muscles 1, Reflexes 4, Brains 0, Guts 2

Defences: Evasion 7, Resolve 2, Toughness 1

Health: 4

Speed: 60 feet (flying)

Initiative: 7

Attacks

Wings: +4 to hit (close combat). 1d4 physical damage.

A Razorwing does not provoke free attacks when it moves away from an opponent in close combat. When it moves at least 10 feet, it can attack 2 targets in the same action and use any movement speed left to move between the targets as well as after the second attack.

For example, the Razorwing can move 10 feet to attack one target, then fly another 30 feet to attack a second target, then fly away for the remaining 20 feet.

When an attack fails with a natural 5 or lower, the Razorwing must stop immediately and cannot move or make any more attacks for this round.

Skyboa

The aptly named skyboa has no limbs and resembles a large snake more than a lizard. Much like its earthly, flightless counterpart, it attacks by enveloping its prey and crushing it to death with its powerful muscles.

Level 5 shaitar

900 XP

Attributes: Muscles 6, Reflexes 5, Brains 0, Guts 4

Defences: Evasion 6, Resolve 4, Toughness 5

Health: 29

Speed: 50 feet (flying)

Initiative: 8

Attacks

Bite: +6 to hit (close combat). 1D4+3 physical damage.

Instead of biting, the Skyboa can attack by enveloping a normal-sized or smaller target within 5 feet. This requires a Muscles+3 roll versus the target’s Muscles or Reflexes (whichever is higher). A target that is enveloped has -4 Reflexes (to a minimum of 0) and can only attack with a one-handed weapon. He is only able to move at 1/3rd of his normal speed (taking the Skyboa with him).

At the end of each round, an enveloped target suffers 2d6+3 damage from being constricted. He can try to break free as an action by rolling Muscles versus the Skyboa’s Muscles+3. While the target is enveloped, the Skyboa can use a move to bite him with a +2 bonus to the attack roll.

Thunderwing

This dod-sized shaitar is pure white in colour and is also known as a sky-eel, due to its electricity-generating organs. It is a dangerous predator that can fry alive even much larger prey in mere moments.

Level 5 shaitar

900 XP

Attributes: Muscles 4, Reflexes 7, Brains 0, Guts 4

Defences: Evasion 8, Resolve 4, Toughness 4

Health: 27

Speed: 60 feet (flying)

Initiative: 10

Attacks

Bite: +5 to hit (close combat). 1D6+2 physical damage plus 2d8 electric damage.

A Thunderwing is immune to electric damage. Anyone attacking one in close combat suffers 1d8 electric damage.

Once every 3 rounds, a Thunderwing can use an action to fly in a straight line over an area, laying waste across it with a powerful electrical discharge. The area affected is 10 feet wide and as long as the Thunderbird’s movement speed; the creature cannot fly more than 10 feet higher than the surface while using this manoeuvre. Roll reflexes versus the Evasion of everyone in the area: those hit suffer 2d8x3 electric damage, while everyone else takes half as much damage. Targets suffering more than 10 damage also have to roll Toughness versus 16 to avoid being stunned for 1d3 rounds.