Aeldari Swooping Hawk-Type
A mobile aerial shooter that harasses and repositions constantly.
Threat File — Aeldari Swooping Hawk-Type
TR 7 · AeldariSaves: Agility +8
Proficiencies: Awareness +6
Hawk's Wings. Full flight. The hawk ignores difficult terrain, elevation, and every chokepoint the party prepared. Falling means nothing to it.
Never the Same Sky. After the hawk attacks, ranged attacks against it suffer Disadvantage until the start of its next turn.
Lasblaster Rake. Ranged Attack: +6 to hit, range 80/240 ft., one target. Hit: 2d8 + 3 las damage. Cover grants the target no Defense bonus against this attack unless it blocks the sky.
Grenade Pack Pass. The hawk overflies a 15-foot zone along its move, dropping charges. Creatures in the zone make an Agility Save DC 14, taking 2d6 fire damage and becoming Suppressed until the end of their next turn on a failure, or half damage on a success.
Skyleap. The hawk exits the battlefield vertically. At the start of its next turn it re-enters anywhere on the field; the party's formation is always wrong.
Morale: Withdraws skyward at the first serious anti-air answer. Hawks trade nothing for pride.
Tactics: Keep it moving and never let the party finish a sentence about it. Strip their Suppression discipline, punish clumping with grenade passes, and force upward attention while scorpions and banshees use the ground. Massed Reactive Fire or a psychic answer brings it down fast.
Loot / Evidence / Hooks: The wing array's grav-plumes are worth a fortune to the Mechanicus and disintegrate within a week of leaving Aeldari care — sell fast.
Enemy Dossier
GM ReferenceAn Aeldari Swooping Hawk-Type is a winged skirmisher that owns the vertical axis — lasblasters from above, grenade packs on the pass, and never, ever a fair reply angle. It fights the party's map from a map they don't have.
Use this enemy to harass, scatter, and re-target the party from the air while ground forces exploit every reaction they waste on the sky.
Threat Profile: Low durability, full flight mobility, constant repositioning, grenade-pass area pressure, hard to pin, trivial to kill when finally caught.
Hawk's Wings. Full flight; ignores terrain, elevation, and every clever chokepoint the party prepared.
Never the Same Sky. After attacking, it repositions; ranged attacks against it before its next turn suffer Disadvantage.
Lasblaster Rake. Accurate ranged attack delivered from an angle cover was not built against.
Grenade Pack Pass. Overflies a zone, dropping charges; creatures in it save or are damaged and Suppressed.
Skyleap. Exits the battlefield vertically and re-enters anywhere next round; the party's formation is always wrong.
Morale: Withdraws skyward at the first serious anti-air answer; hawks trade nothing for pride.
Tactics: Keep them moving and never let the party finish a sentence about them. They strip Suppression discipline, punish clumping with grenade passes, and force upward attention while scorpions and banshees use the ground. Massed Reactive Fire or a psychic answer brings them down fast — that threat is what finally moderates them.
Full Stat Block Priority: High