Hawk
Grabby Metal, Huge Mechanical Carapacian (Tier 4, CR 1)
Core Numerics
| Stat | Value | Stat | Value |
|---|---|---|---|
| Tier | 4 | Hit Points | 103 HP |
| Initiative | +15 | Speed | 50 ft. |
| Damage (base) | 23 | Damage (mod) | +10 |
Base Stats
| Attribute | STR | CON | DEX | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Modifier | +7 | +10 | +0 | +10 | +0 | +6 |
Defenses
| Defense | Value | Defense | Value | Defense | Value |
|---|---|---|---|---|---|
| AC | 17 | Aegis | 10 | Fort | 20 |
| Ref | 18 | Will | 17 | DC | 20 |
Anatomy
Head (+4): +50% damage to headshots. Engine (+2): Has 19 HP, removes flight when destroyed. Fuel Line (Secret: DC) (+4): Has 19 HP. If destroyed, target has DoT (19, until repaired) Arms (4) (+2): Required to use items, grapple, and perform actions. Has disadvantage to grapple for 1 round if hit, or forces immediate grapple check against attack roll to maintain it if one is active.
Traits
Ambush Predator: Has advantage to hit during a surprise round.
Actions
Claw: Major action - Melee weapon attack, 5 ft. range, single-target, 23 damage, grapples on hit. Crush: Minor action - Melee weapon attack, 0 ft. range, single-target, auto-hits, 13 damage, grappled targets only. Quickening: Special - The Hawk has a second minor action per turn. This second minor is lost if it starts the turn with any negative conditions.
Tactics
Use Ambush Predator to land a hit and grapple the target as an opening. Otherwise, use standard melee tactics and rush them in.
Drops
270 EXP
Description
The hawk jumps two or three directions in any direction, originating from, appropriate for this setting, chess on an infinite plane. The hawk is an evolution of the half-duck, using the same swooping tactics but from the air.
