Tiny Animal
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 feetSpecial 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 FinesseEnvironment: Cold forests, plains, or mountains
Organization: Solitary or flock (3 - 16)
Challenge Rating: ⅓
Treasure: None
Alignment: Always neutral
Advancement: -
Combat
Gyrfalcons combine their talons into a single attack, swooping down on enemies from above.
Gyrfalcons as Familiars
Gyrfalcons can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with gyrfalcon familiars gain a +3 bonus to Spot checks.
Gyrfalcons as Animal Companions
A gyrfalcon may be trained in much the same manner as a hawk using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a gyrfalcon as an animal companion.
Home Three Worlds Monsters
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