Monday, January 3, 2011

General Rules: Monsters - Ramphor

Ramphor (from Dragon Magazine #319)
Tiny Animal

Hit Dice: ½d8 (2 hit points)
Initiative: +2
Speed: 10 feet, fly 60 feet (average)
Armor Class: 15 (+2 size, +2 Dexterity, +1 natural); touch 14, flat-footed 13
BAB/Grapple: +0/-13
Attack: Beak +4 melee (1d3-5, piercing, 20 x2)
Full Attack: Beak +4 melee (1d3-5, piercing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: -
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 +15
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Warm desert
Organization: Solitary or pair
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

The ramphor is a raptor that hunts large insects and small lizards in the Tozlu Desert. it relies on its powerful dives to catch its prey by surprise, spearing it with a sharp beak and then carrying it aloft to be eaten.

A ramphor has a long, sharp beak and flaps of gray skin underneath its forelimbs that act as wings. They are about 18 inches long with a three- to four-foot wingspan. it weighs about 2 pounds.

Combat
The ramphor relies heavily on powerdives, charging unaware foes, then flying off. A cautious hunter, the ramphor rarely sticks around to tangle with a foe that survives its first attack.

Skills: Ramphors have a +8 racial bonus on Spot checks because their vision is so keen.

Ramphors as Familiars
Ramphors can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with ramphor familiars gain a +3 bonus to Spot checks.

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