Drukhari Hellion-Type
A skyboard raider who attacks from obnoxious angles.
Threat File — Drukhari Hellion-Type
TR 6 · DrukhariSaves: Agility +7
Proficiencies: Acrobatics +7, Guile +3
Senses: Sees clearly in dim light and darkness within 60 feet
Skyboard Insolence. The hellion flies, ignores terrain, and never suffers Disadvantage on attacks made in the middle of its own movement.
Gang Bravado. The hellion gains +1 to hit while at least one other hellion is attacking the same target. Showing off is doctrine.
Hellglaive Pass. The hellion moves up to its fly speed and makes one attack at any point during the move without stopping. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage. Reactive Fire against this pass is made with Disadvantage.
Snatch Hook. One Pinned, Prone, or unconscious creature within reach makes a Strength Save DC 13 or is Grappled and carried 30 feet — upward. A carried creature dropped from height takes falling damage as normal.
Skyleash Taunt. The hellion circles one creature within 30 feet, jeering. The target makes a Willpower Save DC 13 or loses its reaction until the start of its next turn, spent on the wrong threat.
Morale: Breaks faster than any other Drukhari — hellions are glory-hunters, and the gang scatters skyward when the sport turns real or the gang-leader dies.
Tactics: Attack in passes, never in place: clip the stragglers, taunt the disciplined, and snatch anyone who goes down. They soften a party's cohesion rather than break its line. Massed Reactive Fire or one dead gang-leader turns the flock's courage off like a switch.
Loot / Evidence / Hooks: A hellglaive-rigged skyboard, gang colors that buy passage in the Dark City's underbelly, and stimm vials of dubious provenance.
Enemy Dossier
GM ReferenceA Drukhari Hellion-Type is a skyboard raider from the Dark City's gang underbelly — hook-glaives, hit-and-run insolence, and attacks from angles that respect nothing. They snatch victims off the ground mid-pass and call it sport.
Use this enemy for harassment and abduction pressure: fast attackers who punish stragglers and drag the unconscious into the sky.
Threat Profile: Low durability, skyboard flight and speed, hit-and-run melee with hook weapons, snatch-capture capability, evaporates under disciplined Reactive Fire.
Skyboard Insolence. Flies; ignores terrain and gains Disadvantage-immunity on attacks made mid-move.
Gang Bravado. Gains +1 to hit while at least two hellions attack the same target; showing off is doctrine.
Hellglaive Pass. Fly-by melee attack; the hellion does not stop, and Reactive Fire against the pass suffers Disadvantage.
Snatch Hook. Against a Pinned, prone, or unconscious target: failed Strength Save and the target is carried 30 feet — upward.
Skyleash Taunt. Circles one target, jeering; failed Willpower Save and the target wastes its reaction on the wrong threat.
Morale: Breaks faster than any other Drukhari — hellions are glory-hunters, and the gang scatters skyward when the sport turns real.
Tactics: Attack in passes, never in place: clip the stragglers, taunt the disciplined, and snatch anyone who goes down. They soften a party's cohesion rather than break its line. Massed Reactive Fire or one dead gang-leader turns the flock's courage off like a switch.
Full Stat Block Priority: Medium