the Jester
Legend
Here's another monster I created in my spare time- I seem to be on a magical beast kick. Maybe I should spend some time doing conversions, or else work up those raccoon-folk I mentioned in some other thread somewhere...
Anyway, here ya go!
Stormwing
Large Magical Beast
Hit Dice: 6d10 +6 (39 hp)
Initiative: +9 (+5 dex, +4 improved initiative)
Speed: 20’, fly 180’ (good)
AC: 19 (-1 size, +5 dex, +5 natural)
Attacks: Bite +10 melee
Damage: Bite 1d6+3
Face/Reach: 10’x5’/5’
Special Attacks: Spell-like abilities, unfly
Special Qualities: Blur, electrical immunity, cold resistance 15
Saves: Fort +6, Ref +10, Will +2
Abilities: Str 15, Dex 20, Con 12, Int 8, Wis 10, Cha 10
Skills: Move Silently +7, Search +16*, Spot +17*
Feats: Improved Initiative, Weapon Finesse (bite)
Climate/Terrain: Any sky
Organization: Solitary, pair, brood (3-6) or flock (7-16)
Challenge Rating: 8
Treasure: 10% standard (plus feathers; see text)
Alignment: Usually chaotic neutral
Advancement Range: 7-12 HD (large), 13-18 HD (huge)
Description: Stormwings look like large blue birds. They seem to shimmer and blur constantly; it is hard to get a good look at one. A stormwing has extremely warm feathers and is prized for its feathers; usually one adult stormwing can yield feather worth 25 gp in colder areas. Stormwings speak Auran.
Combat: Stormwings are sometimes arrogant and like to pick fights with creatures they can bully, demanding shiny things (which the stormwings promptly lose). They prefer to use their great maneuverability and spell-like abilities to attack from a distance. They especially like to assault creatures flying through means other than wings, using their unfly ability after luring them high into the sky.
Spell-Like Abilities (Sp): At will: gust of wind, lightning bolt, wind wall. Base save DC: 10 + spell level. These abilities are as if cast by a 6th level sorcerer.
Unfly (Sp): A stormwing has a strange and powerful ability to stop other flyers. This ability can target any single non-winged creature without the Air subtype. Unless the creature makes a Will save, DC 13, it will immediately fall to the ground, suffering flying damage appropriate to the height from which it falls. A feather fall spell used in this time will be effective, but flying, levitation, and similar types of magical or natural non-winged movement fail for 1d4 rounds. Even a fly spell or natural organs (such as are found in the beholder) will drop the recipient, but will resume shortly; if the creature has a far enough fall it may still be able to save itself, but even then most susceptible creatures quickly learn to keep their distance. Unfly has a range of 160’ and may be used every 1d6 rounds.
Blur (Su): A stormwing is constantly blurry. All attack rolls against it suffer a 20% miss chance.
Skills: A stormwing has a +8 racial bonus on Spot and Search checks.
Any feedback, as always, would be appreciated. Thanks!
Anyway, here ya go!
Stormwing
Large Magical Beast
Hit Dice: 6d10 +6 (39 hp)
Initiative: +9 (+5 dex, +4 improved initiative)
Speed: 20’, fly 180’ (good)
AC: 19 (-1 size, +5 dex, +5 natural)
Attacks: Bite +10 melee
Damage: Bite 1d6+3
Face/Reach: 10’x5’/5’
Special Attacks: Spell-like abilities, unfly
Special Qualities: Blur, electrical immunity, cold resistance 15
Saves: Fort +6, Ref +10, Will +2
Abilities: Str 15, Dex 20, Con 12, Int 8, Wis 10, Cha 10
Skills: Move Silently +7, Search +16*, Spot +17*
Feats: Improved Initiative, Weapon Finesse (bite)
Climate/Terrain: Any sky
Organization: Solitary, pair, brood (3-6) or flock (7-16)
Challenge Rating: 8
Treasure: 10% standard (plus feathers; see text)
Alignment: Usually chaotic neutral
Advancement Range: 7-12 HD (large), 13-18 HD (huge)
Description: Stormwings look like large blue birds. They seem to shimmer and blur constantly; it is hard to get a good look at one. A stormwing has extremely warm feathers and is prized for its feathers; usually one adult stormwing can yield feather worth 25 gp in colder areas. Stormwings speak Auran.
Combat: Stormwings are sometimes arrogant and like to pick fights with creatures they can bully, demanding shiny things (which the stormwings promptly lose). They prefer to use their great maneuverability and spell-like abilities to attack from a distance. They especially like to assault creatures flying through means other than wings, using their unfly ability after luring them high into the sky.
Spell-Like Abilities (Sp): At will: gust of wind, lightning bolt, wind wall. Base save DC: 10 + spell level. These abilities are as if cast by a 6th level sorcerer.
Unfly (Sp): A stormwing has a strange and powerful ability to stop other flyers. This ability can target any single non-winged creature without the Air subtype. Unless the creature makes a Will save, DC 13, it will immediately fall to the ground, suffering flying damage appropriate to the height from which it falls. A feather fall spell used in this time will be effective, but flying, levitation, and similar types of magical or natural non-winged movement fail for 1d4 rounds. Even a fly spell or natural organs (such as are found in the beholder) will drop the recipient, but will resume shortly; if the creature has a far enough fall it may still be able to save itself, but even then most susceptible creatures quickly learn to keep their distance. Unfly has a range of 160’ and may be used every 1d6 rounds.
Blur (Su): A stormwing is constantly blurry. All attack rolls against it suffer a 20% miss chance.
Skills: A stormwing has a +8 racial bonus on Spot and Search checks.
Any feedback, as always, would be appreciated. Thanks!