Hawkoid
Medium-sized Humanoid (Avian Human)
Hit Dice: 4d8+4 (22 hp’s)
Initiative: +3 (Dex)
Speed: 25ft, Flight 45ft (Average)
Armor Class: 13 (+3 Dex)
Attacks: Claw +4, Bite -1
Damage: Claw & Bite 1d4+1
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Mutations
Special Qualities: Mutations
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 13, Dex 17, Con 13, Int 13, Wis 15, Chr 8
Skills: Listen +9, Search +3, Spot +10
Feats: Alertness
Climate/Terrain: Any Temperate
Organization: Commonly solitary, but can be found in families of a mated pair and up to 4 young
Challenge Rating: 2
Treasure: Standard
Alignment: Ususally Neutral
Advancement Range: By character class

See the Alternity Gamma World campaign setting for more information.

Combat:
Hawkoids are fearless and aggressive.  They swoop on their prey and claw and tear into the victim until dead, sometimes even using their mutant abilities to create a phobia of flying creatures in his prey to further make the hunt easier.

Mutations: All hawkoids have the following mutations: Duality, Instill Phobia, and Kinetic Shield

Society:
See the Alternity Gamma World campaign setting for more information.

Characters:
Hawkoids are commonly rangers due to their love of solitiude and their already great sight allows for easier tracking.  Hawkoids are also known to be barbarians, fighters, and druids.  Wizards, sorcerers, and clerics are almost unheard of among the hawkoids.