Deprived of their home plane long ago, these alien gulls have adapted to the void that howls between realms. When found in the material plane, they are found in small patrol or scouting groups.
They are keenly interested in sorcerers and summoners of all types, and will abduct them opportunistically, hoping to extract magical secrets from them.
They move by 'glide-hopping' - bouncing up on their one leg, and flapping for a few feet before hopping once more. In combat, they seize prey with their rubbery fingers, and deliver axe-like blows with their bony, tripartite 'beaks'.
Gull 'nests' are ruled over by a void-bringer, a gull with considerable magical ability. The presence of a nest in the material plane is a dire sign.
B/X D&D Stats
Armor Class: as +1 Leather
Hit Dice: 4+1*
Move: 120' (40')
Attacks: claw/claw/beak
Damage: 1-4/1-4/1-10
No. Appearing: 1-8 (3-24)
Save As: Fighter 3
Morale: 8
Treasure Type: C + N
Alignment: Chaotic
XP: 200
If either claw attack hits, the gull has briefly seized its target and may strike with its beak.
A nest of 13 or more gulls will be ruled over by a void-bringer, with the abilities of a 6th level Magic-User.
Dungeon World Stats
Group, Intelligent, Organized, Planar
Beak hammer blow (d8+1); 9 HP; 1 Armor
Close
- Mob a solitary victim
- Flee to fight again another day
- Drag away a hostage
- Conduct a ritual to tear open reality and let in the void
Torchbearer Stats
Might: 3
Nature: 4 / Hacking, Seizing, Gliding
Conflict Dispositions
Kill: 4
Attack +1s, Hammer Beak
Maneuver +1D, Rubbery Wings
Drive Off: 4
Feint +1s, Grabbing Claws
Defense +1D Mad Hopping
Flee: 8
Attack +1s - Rubbery Wings
Maneuver +1D Rubbery Wings
Armor: Leather
Instinct: Abduct a wizard or elf