Mylark
2’ long, lamprey-like, winged snakes that feed on psychic energy and travel in large flocks.
Hit Dice | 1hp |
Armor Class | 13 |
Movement | 40’ flying |
Attacks | 1 (-1) @ 1d4 or confusion (swarm) |
Alignment | Neutral |
Save As | Commoner |
Morale | 6 (7 with alpha) |
XP | 5 |
- Swarm: 8 mylarks can swarm around a target’s head to either cause confusion (-2 to attack rolls and saves, and prevents spellcasting), or drain creature of 1d4 HP.
- Travel in large groups (1d6 x 10), usually arrange into flocks of 10.
- Know direction and general distance to nearest psychic sources (typically, sentient creatures, but especially active Pilots).
- Unless magically summoned or controlled, mylarks check morale every round, with the disengaged ones leaving on a fail.
Alpha
Each group of 40 or more is lead by an alpha
- HD 2 (9 hp); AC 13; Atk: 1 (+1) @ 1d4 (bite); MV: 10’ / 60’ flying; ML: 8; XP: 20;
- Mylarks automatically fail morale when an alpha is killed.