Skullbird
Large Beast
Hit Dice: 7d10+7 (46 hp)
Initiative:+2 (+2 Dex)
Speed: 15 ft. Fly 20 ft. (average)
AC: 18 (-1 Size, +2 Dex, +7 natural)
Attacks: 2 Claws +9, Bite +4
Damage: Claw 1d8, Bite 3d4
Face/Reach: 10 ft. x 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, darkvision 60 ft, slippery hide
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 14, Dex 15, Con 12, Int 7, Wis 8, Cha 5
Skills: Listen +4, Search +5, Spot +7
Feats: Dodge, Lighting Reflexes
Climate/Terrain: Any
Organization: Pack (2–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 8–16 (Large)

 Skullbirds are large carrion birds of wildspace. The birds are named for their gruesome heads, which appear to be bird skulls covered with a layer of shiny black skin stretched tight. Their glittering dark eyes are hidden deep in the recessed sockets, and their beaks are jet black and needle-sharp. They are covered with oily black feathers and exude an oily, charnel odor. Their talons are like razors.

    Combat: Though the birds prefer to eat carrion, since it puts up no fight, they unhesitatingly attack live prey if they have not had a decent meal in several days (50% chance). Skullbirds attack with their two sets of sharp talons, each doing 1d8 damage. If the prey is still moving, they try to finish it off with a swift stroke of their razor-like beaks, inflicting 3d4 damage.

    Improved Grab (Ex): To use this ability, the skullbird must hit a medium-size or smaller opponent with both its claw attacks. It then tries to snatch up its prize and fly away to its foul nest. If the prey struggles for more than one round, the skullbird drops the victim, in hopes that the falling damage will finish it off.

    Slippery Hide (Ex): Skullbirds secrete an oily substance that keeps them comfortable while flying in space. The oil is slippery; any attempt to grapple with the bird takes a -4 penalty. This oil is also responsible for the creature's low AC, since weapons seem to slip off the bird. The oil, however, is highly flammable, giving the skullbirds a -4 penalty when saving against. fire-based attacks, and +2 hp per die of fire damage. Waving torches or other open flames around a skullbird for one round probably chases them away.... if they aer not too hungry (which is almost always the case).

In the Spheres
Sailors consider skullbirds is considered an ill omen that someone on board the ship will soon die. If a ship encounters skullbirds outside their lair, the encounter begins with the birds flying out of nowhere and trying to perch on the ship's masts. This is considered the worst possible omen, a sign that the ship will soon be destroyed. Characters must get the initiative on a skull bird to have a chance to drive it away from a mast. If they succeed, the birds are either driven away or may instead attack.
    Skullbirds have no language, but have two distinct calls: an irritating, high-pitched screech when they find live food, and an ominous, bass croaking when they find carrion. Skullbirds nest in floating wrecks of spelljamming vessels, or in the decomposing bodies of huge, dead, wildspace creatures.


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©2002 Wizards of the Coast, Inc.

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Skullbird, © 1991 Wizards of the Coast, Inc.
d20™ System, Conversion of Skullbird ©2002, Jan-Willem van den Heuvel