Tiny Animal
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 feetSpecial 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 desertOrganization: Solitary or pair
Challenge Rating: ⅙
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
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.
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.
Home Three Worlds Monsters
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