Kitsunekaboom
First Post
Edit: Forgot to mention; I am using the Elemental template from Legends and Lairs: Monster's Handbook
Phoenix Kin (Aarakocra + Fire Elemental)
Medium Elemental (Fire)
Hit Dice: 1d8 (4)
Initiative: +4 (Dex)
Speed: 20 Ft, Fly 90 Ft. (Average)
AC: 15 (+4 Dex, +1 Natural)
Attacks: 2 Talons +0 Melee, Slam –5 Melee; or javelin +3 ranged
Damage: Talon 1d4-1, Slam 1d6-1+Burn; or javelin 1d6-1
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Bite, Burn, Summon Large Air Elemental
Special Qualities: Elemental, Fire subtype
Saves: Fort: +0, Ref: +6, Will: +2
Abilities: Str:9, Dex:19, Con:10, Int:10, Wis:11, Cha:10
Skills: Craft (any one) +4, Knowledge (nature) +2, Knowledge (space) +2, Listen +4, Spot +4, Wilderness Lore +4
Feats: Flyby Attack
Climate/Terrain: Warm and temperate mountains
Organization: Solitary, flight (3-6), or tribe (11-30 plus 1 cleric of 3rd-5th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Often Neutral Good
Advancement: By character class
Phoenix kin are the children of the Pheonix, its sons and daughters forged in the fires of its wings. They roam through space, searching between the stars, for some unknown object. Some theorize that they are looking for the egg of the pheonix. Some say that these bastard children are looking for their parent. Either way, they search, and let little stand in their way.
They stand at around five feet tall, with feathers that look like slow moving flame covering their bodies. They have a wingspan of 20 feet, the wings end in taloned claws.
Combat
Phoenix-kin attack from the air, and often throw metal javelins at their foes before moving into melee. Due to an alliance in ancient times with the elementals of air, they are allowed to summon Large air elementals.
Bite (Ex): When grounded, a Phoenix Kin attacks with its beak (+1 melee), dealing 1d3 points of damage on a successful attack.
Burn (Ex): Any creature hit by a Phoenix Kin must make a Reflex save (DC 13) or catch on fire. Burning creatures take 1d6 points of damage per round for 1d4 rounds. A creature ignited in this manner may automatically douse its flames as a move-equivalent action that provokes an attack of opportunity. This only applies to the slam attack.
Elemental: Immune to critical hits, paralysis, poison, sleep, and stunning.
Fire Subtype (Ex): Immune fire, double damage cold except on a successful save.
Summon Large Air Elemental (Su): A group of five Phoenix Kin that includes at least one cleric can cast summon monster VI to summon a Large air elemental. To perform the summoning, the Phoenix Kin must perform an intricate aerial dance for 3 rounds.
Phoenix Kin (Aarakocra + Fire Elemental)
Medium Elemental (Fire)
Hit Dice: 1d8 (4)
Initiative: +4 (Dex)
Speed: 20 Ft, Fly 90 Ft. (Average)
AC: 15 (+4 Dex, +1 Natural)
Attacks: 2 Talons +0 Melee, Slam –5 Melee; or javelin +3 ranged
Damage: Talon 1d4-1, Slam 1d6-1+Burn; or javelin 1d6-1
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Bite, Burn, Summon Large Air Elemental
Special Qualities: Elemental, Fire subtype
Saves: Fort: +0, Ref: +6, Will: +2
Abilities: Str:9, Dex:19, Con:10, Int:10, Wis:11, Cha:10
Skills: Craft (any one) +4, Knowledge (nature) +2, Knowledge (space) +2, Listen +4, Spot +4, Wilderness Lore +4
Feats: Flyby Attack
Climate/Terrain: Warm and temperate mountains
Organization: Solitary, flight (3-6), or tribe (11-30 plus 1 cleric of 3rd-5th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Often Neutral Good
Advancement: By character class
Phoenix kin are the children of the Pheonix, its sons and daughters forged in the fires of its wings. They roam through space, searching between the stars, for some unknown object. Some theorize that they are looking for the egg of the pheonix. Some say that these bastard children are looking for their parent. Either way, they search, and let little stand in their way.
They stand at around five feet tall, with feathers that look like slow moving flame covering their bodies. They have a wingspan of 20 feet, the wings end in taloned claws.
Combat
Phoenix-kin attack from the air, and often throw metal javelins at their foes before moving into melee. Due to an alliance in ancient times with the elementals of air, they are allowed to summon Large air elementals.
Bite (Ex): When grounded, a Phoenix Kin attacks with its beak (+1 melee), dealing 1d3 points of damage on a successful attack.
Burn (Ex): Any creature hit by a Phoenix Kin must make a Reflex save (DC 13) or catch on fire. Burning creatures take 1d6 points of damage per round for 1d4 rounds. A creature ignited in this manner may automatically douse its flames as a move-equivalent action that provokes an attack of opportunity. This only applies to the slam attack.
Elemental: Immune to critical hits, paralysis, poison, sleep, and stunning.
Fire Subtype (Ex): Immune fire, double damage cold except on a successful save.
Summon Large Air Elemental (Su): A group of five Phoenix Kin that includes at least one cleric can cast summon monster VI to summon a Large air elemental. To perform the summoning, the Phoenix Kin must perform an intricate aerial dance for 3 rounds.
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