Monday, January 3, 2011

General Rules: Monsters - Hawk

Hawk (from the Monster Manual)
Tiny Animal

Hit Dice: 1d8 (4 hit points)
Initiative: +3
Speed: 10 feet, fly 60 feet (average)
Armor Class: 17 (+2 size, +3 Dexterity, +2 natural); touch 15, flat-footed 14
BAB/Grapple: +0/-10
Attack: Talons +5 melee (1d4-2, piercing and slashing, 20 x2)
Full Attack: Talons +5 melee (1d4-2, piercing and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +5, Will +2
Abilities: Str 6, Int 2, Wis 14, Dex 17, Con 10, Cha 6
Skills: Listen +4, Spot +16
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests, plains, or mountains
Organization: Solitary or flock (3 - 16)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

These creatures are similar to eagles but smaller. They are generally 1 to 2 feet long with wingspans of less than 6 feet.

Combat
Hawks combine their talons into a single attack, swooping down on enemies from above.

Skills: Hawks gain a +8 racial bonus to Spot checks.

Hawks as Familiars
Hawks can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with hawk familiars gain a +3 bonus to Spot checks in bright light.

Hawks as Animal Companions
If raised from an egg, a hawk may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a hawk as an animal companion.

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