Monday, January 3, 2011

General Rules: Monsters - Firebird

Firebird (adapted from the Freeport Trilogy)
Large Magical Beast [Fire]

Hit Dice: 4d10+4 (26 hit points)
Initiative: +3
Speed: 10 feet, fly 160 feet (average)
Armor Class: 17 (-1 size, +5 natural, +3 Dexterity); touch 12, flat-footed 14
BAB/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4 plus 1d6 fire, slashing, 20 x2)
Full Attack: 2 claws +7 melee (1d6+4 plus 1d6 fire, slashing, 20 x2) and bite +2 melee (1d8+2 plus 1d6 fire, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Fear aura
Special Qualities: Evasion, damage reduction 5/+1, immunity to fire, low-light vision
Saves: Fortitude +5, Reflex +7, Will +3
Abilities: Str 18, Int 10, Wis 14, Dex 17, Con 12, Cha 10
Skills: Knowledge: Nature +2, Listen +6, Sense Motive +4, Spot +15, Survival +3
Feats: Flyby Attack, Skill Augmentation (Listen and Spot)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 5 - 10 HD (Large)

A firebird resembles a giant eagle with red, orange, and white flames in place of feathers.

Combat
Firebirds prefer to attack from the air, using their flyby attack ability to its best effect.

Fear Aura (Su): All animals within 30 feet of a firebird must succeed at a Will save (DC 10) or become panicked for 1d6 minutes. The save DC is Charisma-based.

Skills: Firebirds gain a +10 racial bonus to Spot checks.

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