Saurian – mereg nightsnatcher

riding raptor

Headcount

d4+1 (feral pack) or any number (as mounts for elite Terran or provincial rijders)

Vitals

com
d10
mov
d8
rea
d3
wil
d6
cha
d4
hea
20
grt
7
DR
1
(scales)

Habits

  • Scratching exploratorily at their iron bit, annoying and terrifying their rijder
  • Tilting their head 45°, purring at an unseen packmate to advance on you
  • Lazily scratching marks in the dry dirt—finger-sketching?

Dogma

  • Training Filled Pip Filled Pip Filled Pip Filled Pip Pip Pip

Attacks

  • Bite, 2d6 damage.
  • Kick, 3d4 damage.

Powers

  • Rushdown (standard/ongoing) – As long as there is more than one nightsnatcher in the area, a nightsnatcher can burn 1 GRT to rush after a target, which prevents them from fleeing via a MOV check, and keep this going by burning another 1 GRT every round. In addition, while rushing down a target, whenever a nightsnatcher hits them, they can immediately make another attack against the same target as a free action.
  • Tilting kick (free) – Whenever a nightsnatcher's rijder strikes a target in melee range, the nightsnatcher can make an attack against the same target as a free action.

Gear

  • None.

Story notes

The so-called "nightsnatcher" raptors of the mereg or Dravanian–Carvolian march have been bred for centuries by the Dravanian dukes for cleverness, height, carrying capacity, and trainability. Their hallmark slate-gray and matte-black head-to-tail stripes help them blend into the trunks of the mereg buckeye trees that line the seasonal river valleys. Before the W.Co., the dukes traded the nightsnatchers rarely to their perceived equals among the human warlords of Terra. Today, nightsnatcher trading is a lucrative (if dangerous) industry across the market-worlds. A human-sized person can ride a nightsnatcher, but every day the raptor can make a WIL check to resist their rijder's commands; the nightsnatcher wins ties.


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