Tiny Animal (Drakken)
Initiative: +2
Speed: 10 feet, fly 60 feet (average)
Armor Class: 17 (+2 size, +2 Dexterity, +3 natural); touch 14, flat-footed 15
BAB/Grapple: +0/-11
Attack: Bite +4 melee (1d3-3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d3-3, bludgeoning, piercing, and slashing, 20 x2) and talons -1 melee (1d2-3, slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feetSpecial Attacks: Distract
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +4, Will +0
Abilities: Str 5, Int 2, Wis 11, Dex 15, Con 10, Cha 8
Skills: Hide +10, Listen +0, Sleight of Hand +6, Search +0, Spot +2
Feats: Hover, Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, or flock (8 - 16)
Challenge Rating: ⅓
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny)
Combat
Huitzils are curious animals that prefer observation to combat. Easily distracted and insatiably nosy, huitzils often wander into civilized areas to investigate and lay claim to any small object left unattended. Like other birds, huitzils flee from humans or other larger animals, but most return to their exploration once they believe it is safe so do so.
Huitzils as Familiars
Huitzils can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with huitzil familiars gain a +3 bonus to Sleight of Hand checks.
Home Three Worlds Monsters
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