Sea Hawk (from Creatures of Freeport)
Medium AnimalInitiative: +5
Speed: 10 feet, fly 80 feet (average)
Armor Class: 15 (+3 Dexterity, +2 natural); touch 13, flat-footed 12
BAB/Grapple: +2/+4
Attack: Talon +5 melee (1d6+2, piercing and slashing, 20 x2)
Full Attack: 2 talons +5 melee (1d6+2, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feetSpecial Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +4, Reflex +6, Will +2
Abilities: Str 14, Int 2, Wis 12, Dex 16, Con 12, Cha 6
Skills: Listen +6, Spot +14
Feats: Skill Augmentation (Listen and Spot), Weapon FinesseEnvironment: Any coastal or aquatic
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -
Sea hawks only come to land in order to nest and raise their young. One chick is the norm for the species, but two can be raised by a mated pair in a season if the food supply is plentiful.
Combat
A sea hawk will dive at its prey, raking with its powerful talons. If the target is Tiny or smaller, the hawk may try to grapple its victim and carry it away.
Sea Hawks as Familiars
Sea hawks can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, and be at least a 3rd-level caster. Arcane casters with reef eel familiars gain a +3 bonus to Spot checks in open air.
Sea Hawks as Animal Companions
If raised from an egg, a sea hawk may be trained using Handle Animal in the same manner as other kinds of hawk. A 2nd-level druid, 4th-level outdoorsman, or 2nd-level ranger may take a sea hawk as an animal companion with an effective druid level modifier of -1.
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