Abrian


Medium-size Outsider (Chaotic, Evil)

Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 50 ft
AC: 15 (+1 Dex, +4 natural)
Attacks:Beak +6 melee, kick +0 melee
Damage: Beak 1d4+3, kick 1d8+2
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Shriek
Special Qualities:
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 16, Dex 12, Con 12, Int 5, Wis 12, Cha 9
Skills: Jump +7, Listen +5, Spot +5
Feats: Weapon focus (beak)

Climate: Any land
Organization: Flock (4-40, plus 1 2nd-level shaman, plus 20% young)
Challenge Rating: 01
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 3-4 (Medium-Size); 5-6 HD (Large)
 
Abrians are a species of flightless bird native to the Lower Planes, but which have also been spreading to the Outlands and other planes. Abrians are 7 feet tall and they are balanced on two large powerful legs. Abrians are said to look like ostriches with a bad temper, but the abrian is heavier and has a larger head and beak. The bird's body is covered in black, spiny feathers, except for the bare tough scaly grey hide on its head and legs. Its arms and wings are tiny, and are not useful for much more than handling small items.

Abrians are intelligent, and are able to speak Auran although they don't speak much. They are not very intelligent though, and often underestimate their foes, but they are truly cunning when hunting, using tactics that are surprisingly clever. They can set traps, and cooperate in a chase and use hit-and-run tactics.

Abrian flocks are matriarchal and are led by older females of 3 Hit Dice and higher intelligence. They are nomadic, establishing lairs for a short time and moving on. They prefer caves, ruins, and dense forests for their communal lairs. Abrian young are 1 HD and have one kick per round for 1d4 damage. Shamans are the second-eldest female in the flock, and are effectively 2nd-level clerics with access to the domains of Animal, Evil, Plant, and Protection.

COMBAT
Abrians tend to attack anything they encounter and are ravenously hungry most of the time. They attack with their serrated beak and can kick with one of their clawed legs. They cannot wield weapons, but might be able to hold magical items in their hands.

Shriek (Ex): Abrians have a shrill, skull-splitting shriek that disorients and deafens their prey. If 4 or more of these birds shriek together, any creatures within 20 feet must make a Fort save (DC 12) or be deafened for 1d6 rounds. If 8 or more are shrieking, the penalties (see DMG, p 85) are doubled, and the deafness lasts for 1d4 hours.
 
1995 Wizards of the Coast, Inc.
Originally found in Planescape Monstrous Compendium appendix 2 (1995).