Tiny Animal
Initiative: +8
Speed: 10 feet, fly 120 feet (good)
Armor Class: 18 (+2 size, +4 Dexterity, +2 natural); touch 16, flat-footed 14
BAB/Grapple: +1/-11
Attack: Bite +5 melee (1d6-4, bludgeoning, piercing, and slashing, 20 x2) or flyby strike +7 melee (1d12-4, slashing, 20 x2)
Full Attack: Bite +5 melee (1d6-4, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +0 melee (1d4-4, slashing, 20 x2) or flyby strike +7 melee (1d12-4, slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feetSpecial Attacks: Flyby strike
Special Qualities: Low-light vision
Saves: Fortitude +1, Reflex +4, Will +0
Abilities: Str 3, Int 2, Wis 10, Dex 19, Con 6, Cha 6
Skills: Listen +4, Spot +4
Feats: Improved Initiative, Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forest
Organization: Solitary or communal nesting group (10 - 20)
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: 2 - 4 Hit Dice (Tiny)
Combat
Whether hunting or defending its nest, a hookwing attacks its victim by flying high into the air, folding its wings tightly against its body and diving at its prey like an arrow, using its sharp-edges scales like a sword blade as it slashes past a target.
Hookwings as Familiars
Hookwings can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with hookwing familiars gain a +2 bonus to Reflex saving throws.
Notes: As presented in the Creature Collection, the hookwing had no skills. I gave the creature skill points to bring it into line with the rules for animals. In addition, I switched the creature's Dodge feat for the Weapon Finesse feat.
Home Three Worlds Monsters
No comments:
Post a Comment