Raven, Three-Eyed

Chris Van Deelen

No. Enc: 1d12
Alignment: Neutral        
Movement: 360’ (12’) Fly
                     90’ (20’) Ground
AC: 0 (fly), 7 Ground
HD: 1
Attacks: 3 Pecks
Damage: 1d3 / 1d3 / 1d3
Save: L1
Morale: 4
Hoard Class: II, III x5

There is little to distinguish these mutant ravens from their ancestors and at first glance, they appear to be nothing more than the usual carrion-eater that became so prevalent after the end of the final wars.

Upon closer inspection however, it becomes perfectly apparent that they are in fact mutants. They are the same size and shape as their ancestors, but they now possess three eyes instead of the usual two.

For the most part these creatures act as their ancestors did. They are annoying pests that are always getting into food-stores and eating from crops. However, if the creatures can be caught when still in the nest, they can be trained and prove to be quite valuable to the owners for several reasons.

First they possess several very useful mutations. They are incredibly fast and as such are very difficult to hit in combat, except when they are grounded. Also whenever they come within 60’ of an attacker, the attacker must make a saving throw versus death or roll off the following table. This effect lasts as long as the mutant bird is within the range of the victim(s). If the victim moves out of the range of the mutation and then comes back in, they must make the saving throw again, but at a +1 to the saving throw. The maximum bonus they will gain is +5. Each time the saving throw fails, they must re-roll on the following table, and if the same result comes up, then the effects are doubled.

The result is that quite often the birds are bred and used against enemies, sometimes they are brought into battle and kept hidden away and brought within the range of the enemy combatants. The birds will make things ‘difficult’ for the enemies while bolstering their allies. The birds can choose to use the mutation on allies and as such the allies roll on the table below for the bonus they receive. Unlike the negative aspects of the mutation, allies cannot leave and re-enter the field for additional effects. If an ally leaves the area of affect and then re-enter, they will have to re-roll the effect and if the same effect comes up again, it does not stack. It should also be noted that multiple birds cannot ‘stack’ their penalties or bonuses. Only one bird can affect a single location, but multiple birds can increase the range of the area of effect.

The other reason that these birds are sought after is because they are able to perfectly mimic any sound that they hear (including attacks). They can be used to send messages with a maximum of 1d4 thousand words. As long as the birds know where they are supposed to go, they will be able to deliver the message perfectly every time.  If the owner of the bird wishes, they can allow the bird to mentally ‘see’ an intended target by concentrating hard on the individual or location for 2d6 rounds. The Raven will acknowledge when it understands the target or location.

They are fairly intelligent, having the intellectual capacity of a six-year old child, and as such tend to have the same temperament as well. Treat them well and feed them, and provide them with shiny objects and they will stay loyal. Anger them and they will inflict the curse of their mutation upon anyone foolish enough to do so. There have been cases of these mutants turning on bad masters and staying near them for days, hidden away from sight to inflict bad luck upon them.

As a result of their mutation the birds are highly sought after and greatly valued and can fetch a heavy price for a clutch of eggs. The birds breed once a year, typically in the springtime and build nests high in trees or away from the ground and potential predators. Each nest will contain 1d4 eggs. The eggs have to be incubated for a month and when they hatch, it takes the chicks 3 months to grow to the size and maturity where they can use their mutations and are capable of fight.

Roll

Negative Effect

Positive Effect

1

+ 1 to AC

-1 To AC

2

-1 to saving throws

+1 to saving throws

3

-1 to hit

+1 to hit

4

-1 to overall damage

+1 overall damage

5

-1 per dice damage

+1 per dice damage

6

-1d3 Will Power

+1d3 Will Power

7

Next attack automatically misses

Next Attack automatically hits

8

Roll under dexterity or drop weapon

Next successful attack does double damage

9-10

ML Chooses effect

ML Chooses effect

Mutations: Aberrant form (extra body parts), alter probability field, homing sense, know direction, mimic sound, neural telepathy (modified), quickness.

Source: A song of Ice and Fire by George R. R. Martin

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.