Colossal Airborne Beast 5
Init -6; Senses Darkvision, Perception +4
Defenses Ref 7 (Flat-footed 5), Fort 45, Will 17
HP 172; DR 5; SR 20; Threshold 90 (+5 DR from Natural Armour)
Speed 1 Square; Fly 12 squares (Max velocity 1,000 km/h), Fly 3 squares (Starship scale)
Melee Bite +26* (4d6+21) and
2 Pincers +26* each (3d6+21) or
Ranged 2 Light Spore Launchers -1 each (3d10x2)
Fighting space 12x12 or 1 square (Starship scale)
Base Atk +2; Grp +41
Abilities Str 48, Dex 14, Con 70, Int 2, Wis 14, Cha 14
Special Qualities Acid-edged Mandibles, Breach Hull, Clumsy Grounded, Darkvision, Fast Healing 10, Fly through Space, Psychic Shielding, Regurgitation, Vacuum Survival
Feats Psychic Sensitivity, Weapon Proficiency (unarmed attacks and natural weapons), ?
Skills Acrobatics -1, Endurance +32, Initiative -6, Perception +4, Stealth -16, Use the Mind +4
Acid-edged Mandibles—Due to their acid-edged mouthparts, Boarding Beasts ignore the Damage Reduction of their targets.
Breach Hull—A Boarding Beast is genetically designed to grab onto enemy starships and eat through their hulls. In order to do so a Boarding Beast makes a special ram attack. If the Boarding Beast rolls above a targets Reflex Defense with its Acrobatics check on the ramming attack, the Boarding Beast may immediately make a melee attack with both of its pincers. If both attacks do not hit, the Boarding Beast is pushed out of the target's fighting space and into the nearest available square, at which point it's turn ends. If both the attacks hit, the Boarding Beast is considered to be attached to the hull of the enemy ship. Each sub-sequent turn the Boarding Beast may choose to remain attached. So long as the Boarding Beast remains attached, whenever the Boarding Beast or the ship it is attached to attempts to move the creature or vehicle attempting to move must make an opposed grapple check against its partner in this pairing. If the creature or vehicle attempting to move succeeds, it moves and its partner in this pairing automatically moves with it. If the creature or vehicle attempting to move fails, it cannot move. Each turn that a Boarding Beast chooses to remain attached it may make a bite attack against the starship it is attached to; this attack ignores the target's SR. Once the total amount of damage dealt by a boarding beast's bite attack exceeds the damage threshold of the targeted starship, a Boarding Beast is considered to have breached the target's hull. At this point in time the Boarding Beast may use its regurgitation special quality.
Clumsy Grounded—Boarding Beasts are at home while flying. Their anatomy fairs poorly on the ground. While grounded a Boarding Beast is considered flat footed, and suffers a -5 penalty to its attack rolls.
Fast Healing 10—A Boarding Beast automatically regains 10 hit points every round at the end of its turn, up to its normal maximum, until it is killed.
Fly through Space—Boarding Beasts can fly in the vacuum of space, and can maneuver without any hindrance or penalty in vacuum. When performing a movement or maneuver which would normally require a pilot check from a vehicle, a Boarding Beast instead uses its Acrobatics skill.
Psychic Shielding—Boarding Beasts can psychically generate shields. Their shields work exactly like vehicular shields, except that a Boarding Beast recharges its shields by spending 3 swift actions and making a DC 20 Use the Mind skill check.
Regurgitation—When a Boarding Beast has breached the hull of its target vessel, it regurgitates the contents of its 'stomach' into the target. These contents consist of 12 (maximum) Medium-sized Lilithian warbeasts or 3 (maximum) Large-sized Lilithian warbeasts.
Vacuum Survival—Boarding Beasts are specifically adapted to survive and fly in the vacuum of space, and take no damage from exposure to vacuum.
* A Boarding Beast may not use its bite or pincer attacks while flying, except against targets that are at a full stop, powered down, or disabled, or as part of its Breach Hull special quality (as described above).
Siren CL 10
Huge airborn beast 6
Init +9; Senses Darkvision, Perception +6
Defenses Ref 21 (flat-footed 13), Fort 40, Will 19
HP 117; DR 6; SR 15; Threshold 40 (+6 DR from Natural Armor)
Speed 1 square; fly 16 squares (Max velocity 1'250 km/h), Fly 6 squares (Starship scale)
Melee bite +23* (2d6+18) and
Ranged fire-linked (4) light I-spore launchers +16 (4d10x2 ion) and
psychic disruptor +6 (see below)
Fighting Space 3x3 or 1 square (Starship scale)
Base Atk +3; Grp +33
Abilities Str 40, Dex 26, Con 40, Int 2, Wis 16, Cha 16
Special Qualities Clumsy Grounded, Fly Through Space, I-Spore Launchers, Psychic Disruptor, Psychic Shielding, Vacuum Survival
Feats Psychic Sensitivity, Weapon Proficiency (unarmed attacks and natural weapons), ?, ?
Skills Acrobatics +14, Endurance +18, Initiative +9, Perception +6, Stealth +1, Use the Mind +6
Clumsy Grounded—Sirens are at home while flying. Their anatomy fairs poorly on the ground. While grounded a Siren is considered flat footed, and suffers a -5 penalty to its attack rolls.
Fly through Space—Sirens can fly in the vacuum of space, and can maneuver without any hindrance or penalty in vacuum. When performing a movement or maneuver which would normally require a pilot check from a vehicle, a Siren instead uses its Acrobatics skill.
I-Spore Launchers—Unlike normal suicide spores, the chemical composition of suicide I-spores produces an ion burst upon detonation instead of a plasma explosion. This weapon requires a different set of womb and launcher glands than the standard ones used to grow and fire typical spores.
A siren’s fire-linked light I-spore launchers are considered to be vehicular weapons. As a result, a siren suffers its size modifier to Reflex Defense as a penalty to hit with the light I-spore launcher, and suffers and gains all of the regular bonuses and penalties associated with light vehicular weapons. Unlike normal vehicular weapons, a siren uses its dexterity modifier as a bonus to hit with its I-spore launchers instead of its intelligence modifier. Additionally, a siren does not add 1/2 its level, rounded down, as a bonus to damage with its I-spore launcher.
Psychic Disruptor—Sirens are able to telepathically communicate 'siren song' into the minds of their opponents, causing them to enter a dream-like state. While in this state the concentration of the target wanes, and they are unable to fight or perform as effectively as they normally do.
A psychic disruptor is a special attack made with the Use the Mind skill check. If a Siren's Use the Mind skill check for its psychic disruptor attack is higher than the Willpower defense of any living target within 50 squares character scale, or any adjacent target in starship scale, then the target slides one persistent step down the condition track. The condition persists so long as the target remains within 50 squares character scale, or an adjacent square in starship scale, of the siren.
Once a target is hit by a Siren's psychic disruptor attack, that target becomes immune to further uses of the Siren's psychic disruptor attack so long as it remains within 50 squares character scale, or an adjacent square in starship scale, of the Siren. If a siren ever rolls lower then a target's Willpower defense with its psychic disruptor attack then that target is immune to the Siren's psychic disruptor attack for 24 hours.
Cover provides no bonuses to defense against a siren's psychic disruptor attack, and even target's with total cover can be hit. However, characters inside (what the GM deems to be the equivalent of) powered vehicles of Colossal (frigate) size or larger are considered to be immune to a siren's psychic disruptor attack. It is thought that perhaps intense electromagnetic fields interfere with the siren's telepathic signal, though nobody (except the Lilithians) is certain.
Psychic Shielding—Sirens can psychically generate shields. Their shields work exactly like vehicular shields, except that a siren recharges its shields by spending 3 swift actions and making a DC 20 Use the Mind skill check.
Vacuum Survival—Sirens are specifically adapted to survive in the vacuum of space, and take no damage from exposure to vacuum.
* Siren’s may not use their bite attack in starship scale, except against targets that are at a full stop, powered down, or disabled.