Aarakocra [Dark Sun]

Vulture-like bird-folk of the deep desert, these aarakocra extort tolls from caravans, drop weighted nets on their prey, and prove their young in the ritual hunt of a silt drake.

Setting: Dark Sun · Sources: Dark Sun Appendix II - Terrors Beyond Tyr

Appearance

These rare desert aarakocra reach 7 to 8 feet, with wingspans of 20 feet or more. Males average 100 pounds and females 85. They fly easily carrying 75% of their own weight and can manage short flights with 125%.

Each wing bears a mid-wing hand of three fingers and a thumb, useless in flight but nimble on the ground, and retractable leg talons hide a second pair of hands. A thin bony plate guards the chest; every other bone is hollow and fragile.

From afar one looks like a giant vulture with a beak covering most of its head. Adult males are black with a white collar, females black or brown with a smaller collar, and juveniles mottled brown and black. Sharp black eyes see far. They speak their own tongue and those of vultures and other big birds; 5% to 10% know common, depending on how remote the tribe is.

Combat

Their bones break under a solid hit from a man-sized foe, so they fight from the air. Ground targets get weighted nets dropped on them, and a few birds harass with darts. A netted creature on the ground cannot fight until it makes a Strength check to escape. A netted flier falls and takes normal falling damage unless it breaks free or uses magic. Against fliers they normally skip nets, though large flocks sometimes use them.

Their main aerial attack is a diving spear charge. All diving attacks are at +4 and count as charges, with every charge penalty and restriction; a dive of at least 50 feet doubles damage. Only the largest can carry two spears, striking with both without penalty for double damage each.

On the ground they advance in a spear line only when they outnumber the enemy, and withdraw from tough or larger groups. Netted prey is killed or knocked out for food or ransom. A desperate bite strikes at THAC0 18 for 1d2.

Psionics: only tribal leaders have powers, most often clairsentient devotions all-round vision, danger sense and radial navigation, and telepathic sciences mind link and probe with devotions contact, ego whip, send thoughts and mind thrust; some vary. They seldom start psionic combat, but once a foe shows psionics every capable bird attacks with all its modes. Large flocks may strike first if leaders foresee a quick win that avoids melee.

Habitat and Society

Tribes have 6-20 members (2d8+4), sized by the leader's prestige; the record is 50. Range is about 500 square miles per ten birds, with loose borders and frequent disputes. Members share the leader's general outlook, so a neutral good chief may lead good and true neutral birds alike. Evil tribes ignore boundaries, treat other tribes as vermin, wander, and seize other tribes' aeries when they need one. Good tribes nest on the highest rocky peaks. All dislike enclosed spaces but will shelter in one if forced.

Caravans must pay livestock or shiny objects. Good tribes let payers pass and grab scouts or outriders from refusers, holding them for a bigger tribute. Glass will not fool them, though they cannot tell rare gems from common ones. Evil tribes insist on shiny stones, often attack anyway, and relish human and demihuman flesh. Good tribes sometimes guide lost travelers to the desert's edge or busier routes, keeping their valuables as payment.

The oldest male (4+4 HD) leads the hunt, the oldest female (3+3 HD) runs the aerie, and in tribes over 15 the next eldest becomes a 3+3 HD shaman, completing the triumvirate. No aarakocra has ever been recorded using magic. The shaman leads daily sun worship, for the sun makes the thermals, and the dawn summoning of an air elemental: the eldest pair sound a high keening whistle while the shaman dances around them, chanting. Lacking a shaman, a tribe cannot summon at all, so small ones join forces.

Summoning prepares for the hunt, the holiest rite and an adolescent's final initiation. The prey is always a silt drake, often far from home. Females leave the nest only for this, and no tribe, however evil, disturbs a hunt. The elemental helps track but never fights; adults open the battle and initiates deliver the killing blows. Hunt scars are badges of pride.

Ecology

Females brood about eight months a year, but desert heat spares them constant sitting, so they also keep the nest and treasure. Mates pair for life, a female produces a single egg each year, and a couple may raise up to 10 young. Lifespan is 21-30 years.

Only drakes threaten them. Non-evil tribes leave home just to hunt silt drakes. Rich landowners buy eggs and chicks to raise as scouts and sentries; an egg brings up to 10 cp in a city-state market. Robbed tribes remember, and may avenge the theft years later. Captives join any tribe they meet.

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Related: Aarakocra

Statistics

Climate/TerrainDeep desert
FrequencyRare
OrganizationTribal
Activity CycleDay
DietCarnivore
IntelligenceAverage (8-10)
TreasureVaries
AlignmentAny
No. Appearing1d10
Armor Class7
Movement6, Fl 36 (C)
Hit Dice2+2
THAC017
No. of Attacks2
Damage/Attack1d3/1d3 or by weapon
Special AttacksNil
Special DefensesNil
Magic ResistanceNil
SizeM (20'+ wingspan)
MoraleSteady (11)
XP Value65

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
32/2/7EW,MT/IF,TW930

Clairsentience - Sciences: nil; Devotions: all-round vision, danger sense, radial navigation.

Telepathy - Sciences: mind link, probe; Devotions: contact, ego whip, send thoughts, mind thrust.