Hookclaw Warders
Humanoid (Beastfolk) -- Medium -- Elevated ruins, cliff-face settlements, high-Miasm canopy zones, territorial corridors
The textbook description says they drag. What the textbook does not say is that they are already moving when they grab you, and they do not stop moving while you are attached, and the thing you are attached to weighs two hundred pounds and does not slow down for terrain. Kessler was grabbed at the top of the stairs and was at the bottom of the stairs before anyone else had processed that something had gone wrong. The Hookclaw was already on its way back up by the time we got to him.
-- debrief transcript, expedition team, northern elevation survey, recovered from regional archive
Ecology
The Hookclaw are a Beastfolk lineage of the middle and upper elevations: cliff-face settlements, ruined multi-story structures, the heavy-canopy zones where Miasm density runs dense enough to have shaped a distinctive anatomy over the generations. They are large by the measure of Beastfolk -- shoulder mass disproportionate to height, arms and hands developed for climbing and for the specific motion of seizing and dragging -- and the eponymous nail-plates along the outer fingers are not claws in the predatory sense but hardened keratin ridges that give their grip a mechanical purchase that is very difficult to break. The name comes from surface observers. The Hookclaw themselves have other names for themselves, and for the particular body part in question, and they find the surface taxonomy approximately as interesting as any people find being named by strangers.
Their settlements are high. They build on cliff edges and in the upper stories of ruins that surface peoples have written off as structurally compromised, and the structural compromise is a feature rather than a problem: a site that a surface human cannot safely ascend is a site that the Hookclaw can defend easily. The approaches to a Hookclaw settlement are known to a tolerance of inches. Every hand-hold, every loose stone, every place where a loaded climber's weight will shift wrong -- they know it because they mapped it, deliberately, as part of the settlement's defensive survey, and they update the map when the site changes.
The Warder is the settlement's perimeter position: trained, equipped, and specifically competent at two things the Hookclaw lineage already does instinctively -- grapple and drag. The Warder does not need to spend effort moving a grappled creature; it simply carries the creature with it as it moves, which it continues doing at full speed over terrain that is very difficult for the carried creature to navigate. The Stalker is the senior variant: larger, better equipped, carrying weapons adapted for both range and close work, and exercising the Quick Grapple that closes distance faster than most opponents can respond to.
The Hookclaw do not initiate conflicts without cause. They hold territory and they enforce the edges of it, and they extend and retract those edges based on resource pressure, seasonal migration patterns, and the current state of their relationships with adjacent communities -- some of which are surface human settlements, with whom they maintain complicated trade arrangements that everyone involved regards as sub-optimal but preferable to the alternative.
Hookclaw Scout
| AC | HP | Speed | Initiative |
|---|---|---|---|
| 14 | 33 (6d8 + 6) | 30 ft. | +2 (12) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 13 (+1) | 8 (-1) | 11 (+0) | 9 (-1) |
Skills Stealth +6, Survival +2
Gear Hide armor, Throwing hammers (3)
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Hookclaw dialect
CR 1 (XP 200; PB +2)
The Hookclaw Scout needn't spend extra movement to drag a creature it is grappling.
Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).
Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the Scout), reach 10 ft. or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning damage.
Abduct
Grab
Throwing Hammer
Hookclaw Stalker
| AC | HP | Speed | Initiative |
|---|---|---|---|
| 15 | 65 (10d8 + 20) | 30 ft. | +2 (12) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 12 (+1) | 11 (+0) |
Skills Stealth +6, Survival +3
Gear Plate-strip harness, Weighted spikes (6), Heavy maul
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common, Hookclaw dialect
CR 3 (XP 700; PB +2)
The Hookclaw Stalker needn't spend extra movement to drag a creature it is grappling.
The Hookclaw Stalker makes two Weighted Spike or Heavy Maul attacks.
Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.
Melee Attack Roll: +5 (with Advantage if the target is Grappled by the Stalker), reach 10 ft. Hit: 12 (2d8 + 3) Bludgeoning damage.
Dexterity Saving Throw: DC 13, one Medium or smaller creature the Stalker can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13).
Abduct
Multiattack
Weighted Spike
Heavy Maul
Quick Grapple
Encounter use
Hookclaw encounters almost always begin on their terms, in their terrain. If the party is ascending to a Hookclaw settlement or moving through a territorial corridor, the Hookclaw have known they were coming for some time. The Scout uses Grab to seize the most exposed party member and then moves -- straight down a slope, around a corner, up a wall -- dragging the grabbed creature with it at full speed while staying out of reach of the grabbed creature's allies. The Stalker follows with Quick Grapple and Heavy Maul, working the grabbed creature while it is isolated. The party's options are to pursue over terrain they do not know, split to rescue the grabbed party member, or hold position and negotiate. The Hookclaw prefer the third option and have structured the encounter to make it available.
Salvage
The Hookclaw's detailed knowledge of their territorial corridors -- every approach, every defensive position, every cache site -- has real value for parties operating in the same region. A living Hookclaw in good-faith negotiation is a better resource than anything they carry. The hookplate anatomy is of some interest to researchers studying Miasm-driven morphological adaptation; the keratin ridge structure is denser than anything in the standard surface-human lineage and shows evidence of substrate saturation that does not appear in lower-elevation populations.