Monday, January 3, 2011

General Rules: Monsters - Crow

Crow (from the Dragon Magazine #341)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +2
Speed: 10 feet, fly 40 feet (average)
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5, piercing and slashing, 20 x2)
Full Attack: Claws +4 melee (1d2-5, 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 +4, Will +2
Abilities: Str 1, Int 2, Wis 14, Dex 15, Con 10, Cha 6
Skills: Listen +5, Spot +7
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

Companions of the dead and gluttons of decay, these birds can eat almost anything. Many cultures consider them harbingers of woe and see them as ill omens. Arcane spellcasters who surround themselves with death, rot, and filth favor the companionship of crows.

Combat
Crows combine both claws into a single attack.

Crows as Familiars
Crows can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with crow familiars gain a +2 bonus on Fortitude saves.

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