- -2 Strength, +4 Dexterity, -2 Constitution: Hawrooks have keen reflexes, but their lightweight bones are fragile.
- Monstrous Humanoid. Hawrooks do not begin play with any extra Hit Dice.
- Speed: Hawrooks base land speed is 20 feet, and can fly with a movement rate of 90 feet (average).
- Low-light vision
- Exceptional Eyesight: +6 racial bonus to Spot checks in daylight.
- Natural Armor +1. A hawrook’s bone chest plate provides some protection from blows.
- Pedal Dexterity: Hawrooks have limited use of their claws as hands. They can perform any task that requires simple grasping and holding with their claws.
- Natural Weaponry: A hawrook can rake with its claws for 1d3 points of damage, and use its secondary bite attack for 1d2 points of damage.
- Claustrophobic: -2 morale penalty on all rolls when in an enclosed space.
- Aerial Dive: Hawrooks can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet. These attacks deal double damage.
- Automatic Languages: Hawrook and common.
- Bonus languages: Wolfen, Durian, Haelic. Hawrooks often learn the languages of their allies and enemies.
- Favored Class: Ranger.
- Level Adjustment: +1.
HAWROOK FOOT BOW
Hawrook warriors have mastered the use of a special bow designed for use in flight. This bow is held in their claws, using the power of their legs to brace and draw the bow while leaving their arms free to flap for flight. The foot bow has several notched arrow holders built into its crossbar allowing the sotage of six arrows.
Game Statistics: Treat foot bows as long bows for range and rate of fire. Damage is double that of the normal type of arrow being used. Foot bows use specially made arrows, more like javelins, and cannot use the same arrows as standard bows.