Drukhari Scourge-Type
A flying heavy weapon raider.
Threat File — Drukhari Scourge-Type
TR 7 · DrukhariSaves: Agility +7
Proficiencies: Awareness +5, Stealth +5
Senses: Sees clearly in dim light and darkness within 120 feet
Bought Wings. The scourge has true flight and fires from spires, gantries, and angles the party's cover was never designed against.
Perch Doctrine. The scourge gains +1 to hit when firing from elevation at targets below. The whole species of advantage is vertical.
Wing Over. After attacking, the scourge may move up to half its fly speed without provoking Reactive Fire. The perch the party targeted is already empty.
Dark Lance Descent. Ranged Attack: +7 to hit, range 120/360 ft., one target. Hit: 2d10 + 3 energy damage. Against Vehicle and Machine targets, or when fired at top armor or an emplacement roof from above, this attack deals an extra 1d10 energy damage.
Splinter Cannon Rain. The scourge saturates a 10-foot zone below it within 100 feet. Creatures in the zone make a Toughness Save DC 13 or take 2d6 piercing damage and are Poisoned and Pinned until the end of their next turn.
Morale: Withdraws early and high — scourges paid too much for their wings to lose them over someone else's raid.
Tactics: Fire from a new perch every round and never contest the ground. Scourges open armor for the raid and pin the party under vertical fire lanes while wyches close. The counter is anticipation and anti-air volume; make players track silhouettes against the skyline, then reward the ones who do.
Loot / Evidence / Hooks: Grafted wing-frames and a kabal-grade heavy weapon; the surgery that attached them is worth more to a haemonculus than the corpse.
Enemy Dossier
GM ReferenceA Drukhari Scourge-Type is a flying heavy weapon raider — wings bought with pain and paid surgeons, carrying kabal-grade firepower to perches nothing else can use. It is fire support that ignores the map.
Use this enemy to put dark lances and splinter cannons on the party's roof, then move them before the reply arrives.
Threat Profile: Low durability, true flight, heavy ranged output including anti-armor, perch-and-relocate doctrine, weak in melee and against dedicated anti-air attention.
Bought Wings. Full flight; it fires from spires, gantries, and angles the party's cover was never designed against.
Perch Doctrine. Gains +1 to hit when firing from elevation at targets below; the whole species of advantage is vertical.
Dark Lance Descent. Anti-armor shot from above; vehicle top-armor and emplacement roofs are its diet.
Splinter Cannon Rain. Poisoned suppression on a zone from overhead; failed saves cause Poisoned and Pinned.
Wing Over. Relocates a full move after firing; the perch the party targeted is already empty.
Morale: Withdraws early and high — scourges paid too much for their wings to lose them over someone else's raid.
Tactics: Fire from a new perch every round and never contest the ground. Scourges open armor for the raid and pin the party under vertical fire lanes while wyches close. The counter is anticipation and anti-air volume; make players track silhouettes against the skyline, then reward the ones who do.
Full Stat Block Priority: Medium