Tiny Animal
Initiative: +4
Speed: 10 feet, fly 90 feet (good)
Armor Class: 18 (+2 size, +4 Dexterity, +2 natural); touch 16, flat-footed 14
BAB/Grapple: +0/-11
Attack: Peck +6 melee (1d3-3, piercing, 20 x2)
Full Attack: Peck +6 melee (1d3-3, piercing, 20 x2) and 2 talons +1 melee (1d3-3, slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feetSpecial Attacks: None
Special Qualities: Low-light vision, speak
Saves: Fortitude +3, Reflex +4, Will +3
Abilities: Str 5, Int 8, Wis 16, Dex 18, Con 12, Cha 6
Skills: Hide +3, Listen +8, Spot +10, Survival +6
Feats: Track, Weapon Finesse
Environment: Mountains
Organization: Solitary or murder (3 - 5 and 1 -4 offspring)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral good
Advancement: 1 - 2 Hit Dice (Tiny)
Combat
Sentry crows avoid direct combat whenever possible, but have been known to peck and claw at lone intruders on their territory and those who attack their masters. They are relied upon by many dwarven clans for their intelligence, guidance, and insight.
Sentry Crows as Familiars
Sentry crows can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with sentry crow familiars gain a +3 bonus to Spot checks. Sentry crows who serve as familiars know how to speak two languages of their master's choosing.
Notes: As presented in the Creature Collection, the sentry crows attack and damage bonuses were calculated incorrectly. In addition, the creature had the Mobility feat without the required Dodge prerequisite. I replaced Mobility with Weapon Finesse.
Home Three Worlds Monsters
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