02-15-2019, 03:28 PM
Vulture Family
[color=#000000][font=Times New Roman, serif]Bennu[/font][/color]
A giant bird with wings so red they appear to be on fire. Known for living incredibly long, it is worshipped by some as a holy beast. There are many ancient cave drawings depicting a red bird as the symbol of immortality which many have thought to be the bennu. However, recent research has shown this to be a completely different bird. Even so, there are still many people who believe it to be the bennu, and there are still even places where sacrificial ceremonies are held in its honor.
CR 3 XP 800
N Medium Magical Beast
Init: +6; Senses Low-light vision, scent; Perception +13
AC 17, touch 12; flat-footed 15 (+2 dex, +5 natural)
hp 27 (3d10+9)
Fort +8, Ref +5, Will +4; +4 vs. disease
Resist fire 5
Weakness Water
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +6 (1d8+3 plus burn), 2 Claws +6 (1d3+3 plus burn)
Special Attacks Blinder, Burn (1d6 fire damage, DC 14), Fireflash
Str 16, Dex 15, Con 16, Int 2, Wis 16, Cha 7
Base Atk +3; CMB +6; CMD 18
Feats Great Fortitude, Improved Initiative
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +13; Racial Modifiers Perception +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 2 turns, a bennu can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 14) or be blind for 1d4 rounds.[/font][/color]
Burn(Ex)
A bennu deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
[color=#000000][font=Times New Roman, serif]Fireflash (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a bennu can burst a single enemy into flames within 30 feet for 4d6 points of fire damage and is inflicted with the Blind status effect for 1d4 rounds unless they make a Fortitude save (DC 15). Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19). [/font][/color]
[color=#000000][font=Times New Roman, serif]Lenergia[/font][/color]
A bird with green wings and a long tail. With its sharp talons and beak, it is known as quite the airborne hunter. Although monsters usually avoid larger objects out of fear, the lenergia is an exception. It has no qualms about approaching even the largest of ships and airships. Therefore, when traveling through airspaces, airships commonly carry raw meat to use as lenergia feed for their encounters.
CR 2 XP 600
N Medium Magical Beast
Init: +2; Senses Low-light vision, scent; Perception +12
AC 15, touch 12; flat-footed 13 (+2 dex, +3 natural)
hp 19 (2d10+6)
Fort +8, Ref +5, Will +3; +4 vs. disease
Weakness Wind
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +4 (1d8+2), 2 Claws +4 (1d3+2)
Special Attacks Blinder, Engulfing Winds
Str 14, Dex 14, Con 16, Int 2, Wis 16, Cha 7
Base Atk +2; CMB +4; CMD 16
Feats Great Fortitude
[color=#000000][font=Times New Roman, serif]Skills Fly +6, Perception +12; Racial Modifiers Perception +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 3 turns, a lenergia can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 14) or be blind for 1d4 rounds.[/font][/color]
[color=#000000][font=Times New Roman, serif]Engulfing Winds (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a lenergia can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save (DC 14) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17). [/font][/color]
[color=#000000][font=Times New Roman, serif]Rokh[/font][/color]
A huge bird of purple plumage, with sharp talons and a long tail. Once it has targeted a victim, it plummets out of the sky and strikes where its prey is weakest, using its vicious talons. It wraps its prize up within its tail feathers to carry it back to its nest. Its strength in flight is formidable; some even claim to have seen it carry off full-grown men. There was a time when this creature was so rarely seen that it was thought to be a myth, but the species has been growing steadily in number and specimens have even been spotted around human settlements in recent years.
CR 4 XP 1200
N Large Magical Beast
Init: +7; Senses Low-light vision, scent; Perception +15
AC 18, touch 12; flat-footed 15 (+3 dex, +6 natural, -1 size)
hp 52 (5d10+20)
Fort +10, Ref +7, Will +4; +4 vs. disease
Resist holy 5, shadow 5
Weakness Wind
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +10 (2d6+5), 2 Claws +9 (1d6+5)
Special Attacks Black Cloud, Blinder, Light Rays
Str 20, Dex 16, Con 18, Int 2, Wis 16, Cha 7
Base Atk +5; CMB +11; CMD 24
Feats Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (Bite)
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +15; Racial Modifiers Perception +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Black Cloud (Su)[/font][/color]
1/day, a rokh can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. An elite skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A rokh can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 16) or be blind for 1d4 rounds.[/font][/color]
[color=#000000][font=Times New Roman, serif]Light Rays (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]1/day, a rokh[/font][/color] fires 3 beams of holy energy at its foes, up to 30 feet away. Each ray requires a ranged touch attack to hit and deals 2d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
[color=#000000][font=Times New Roman, serif]Simurgh[/font][/color]
A giant bird with blue wings, sharp talons, and a long tail. According to ancient records, it states that the simurgh cared for young children who were abandoned by their parents and left deep within the mountains, and because of this, they were revered as being sacred bird epitomizing compassion. but in recent years, there have been reports of simurghs attacking humans, leading to the loss of this once held veneration of them.
CR 3 XP 800
N Medium Magical Beast
Init: +6; Senses Low-light vision, scent; Perception +13
AC 17, touch 12; flat-footed 15 (+2 dex, +5 natural)
hp 27 (3d10+9)
Fort +8, Ref +5, Will +4; +4 vs. disease
Resist water 5
Weakness Lightning
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +6 (1d8+3 plus drench), 2 Claws +6 (1d3+3 plus drench)
Special Attacks Acid Droplet, Blinder, Drench (1d6 water damage, DC 14)
Str 16, Dex 15, Con 16, Int 2, Wis 16, Cha 7
Base Atk +3; CMB +6; CMD 18
Feats Great Fortitude, Improved Initiative
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +13; Racial Modifiers Perception +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Acid Droplet (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a simurgh can drench a single enemy with acid water within 30 feet for 4d6 points of water damage and is inflicted with the Poison status effect for 1d4 rounds unless they make a Fortitude save (DC 15). Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19). [/font][/color]
[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 2 turns, a simurgh can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 14) or be blind for 1d4 rounds.[/font][/color]
Drench (Ex)
A simurgh deals water damage in addition to damage dealt on a successful hit in melee. Those affected by the drench ability must also succeed on a Reflex save or have the drench status effect.
[color=#000000][font=Times New Roman, serif]Vulture[/font][/color]
A large grey bird with claws and a beak of sickly purple. It is reviled for its habit of feasting on the dead, and the sight of it flying over head, its tail whipping behind it, is considered a bad omen. It has a shrill, piercing cry and excellent vision, which it uses when it wheels and darts about in agile flight, quickly spinning into deadly dives. It also has the unpleasant habit of carrying prey high into the sky then dropping it so that, upon hitting the ground, it will be left in convenient bite-sized pieces. It seems no wonder at all that it gets so little love from humans.
CR 1 XP 400
N Small Magical Beast
Init: +1; Senses Low-light vision, scent; Perception +10
AC 13, touch 11; flat-footed 12 (+1 dex, +1 natural, +1 size)
hp 8 (1d10+2)
Fort +6, Ref +3, Will +2; +4 vs. disease
Weakness Wind
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +3 (1d6+1)
Special Attacks Blinder, Engulfing Winds
Str 12, Dex 13, Con 14, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +1; CMD 12
Feats Great Fortitude
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +10; Racial Modifiers Perception +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 4 turns, a vulture can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 12) or be blind for 1d4 rounds.[/font][/color]
[color=#000000][font=Times New Roman, serif]Engulfing Winds (Su)[/font][/color]
1/day, a vulture can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save (DC 13) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).
[color=#000000][font=Times New Roman, serif]Bennu[/font][/color]
A giant bird with wings so red they appear to be on fire. Known for living incredibly long, it is worshipped by some as a holy beast. There are many ancient cave drawings depicting a red bird as the symbol of immortality which many have thought to be the bennu. However, recent research has shown this to be a completely different bird. Even so, there are still many people who believe it to be the bennu, and there are still even places where sacrificial ceremonies are held in its honor.
CR 3 XP 800
N Medium Magical Beast
Init: +6; Senses Low-light vision, scent; Perception +13
AC 17, touch 12; flat-footed 15 (+2 dex, +5 natural)
hp 27 (3d10+9)
Fort +8, Ref +5, Will +4; +4 vs. disease
Resist fire 5
Weakness Water
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +6 (1d8+3 plus burn), 2 Claws +6 (1d3+3 plus burn)
Special Attacks Blinder, Burn (1d6 fire damage, DC 14), Fireflash
Str 16, Dex 15, Con 16, Int 2, Wis 16, Cha 7
Base Atk +3; CMB +6; CMD 18
Feats Great Fortitude, Improved Initiative
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +13; Racial Modifiers Perception +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 2 turns, a bennu can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 14) or be blind for 1d4 rounds.[/font][/color]
Burn(Ex)
A bennu deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
[color=#000000][font=Times New Roman, serif]Fireflash (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a bennu can burst a single enemy into flames within 30 feet for 4d6 points of fire damage and is inflicted with the Blind status effect for 1d4 rounds unless they make a Fortitude save (DC 15). Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19). [/font][/color]
[color=#000000][font=Times New Roman, serif]Lenergia[/font][/color]
A bird with green wings and a long tail. With its sharp talons and beak, it is known as quite the airborne hunter. Although monsters usually avoid larger objects out of fear, the lenergia is an exception. It has no qualms about approaching even the largest of ships and airships. Therefore, when traveling through airspaces, airships commonly carry raw meat to use as lenergia feed for their encounters.
CR 2 XP 600
N Medium Magical Beast
Init: +2; Senses Low-light vision, scent; Perception +12
AC 15, touch 12; flat-footed 13 (+2 dex, +3 natural)
hp 19 (2d10+6)
Fort +8, Ref +5, Will +3; +4 vs. disease
Weakness Wind
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +4 (1d8+2), 2 Claws +4 (1d3+2)
Special Attacks Blinder, Engulfing Winds
Str 14, Dex 14, Con 16, Int 2, Wis 16, Cha 7
Base Atk +2; CMB +4; CMD 16
Feats Great Fortitude
[color=#000000][font=Times New Roman, serif]Skills Fly +6, Perception +12; Racial Modifiers Perception +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 3 turns, a lenergia can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 14) or be blind for 1d4 rounds.[/font][/color]
[color=#000000][font=Times New Roman, serif]Engulfing Winds (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a lenergia can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save (DC 14) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17). [/font][/color]
[color=#000000][font=Times New Roman, serif]Rokh[/font][/color]
A huge bird of purple plumage, with sharp talons and a long tail. Once it has targeted a victim, it plummets out of the sky and strikes where its prey is weakest, using its vicious talons. It wraps its prize up within its tail feathers to carry it back to its nest. Its strength in flight is formidable; some even claim to have seen it carry off full-grown men. There was a time when this creature was so rarely seen that it was thought to be a myth, but the species has been growing steadily in number and specimens have even been spotted around human settlements in recent years.
CR 4 XP 1200
N Large Magical Beast
Init: +7; Senses Low-light vision, scent; Perception +15
AC 18, touch 12; flat-footed 15 (+3 dex, +6 natural, -1 size)
hp 52 (5d10+20)
Fort +10, Ref +7, Will +4; +4 vs. disease
Resist holy 5, shadow 5
Weakness Wind
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +10 (2d6+5), 2 Claws +9 (1d6+5)
Special Attacks Black Cloud, Blinder, Light Rays
Str 20, Dex 16, Con 18, Int 2, Wis 16, Cha 7
Base Atk +5; CMB +11; CMD 24
Feats Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (Bite)
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +15; Racial Modifiers Perception +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Black Cloud (Su)[/font][/color]
1/day, a rokh can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. An elite skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A rokh can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 16) or be blind for 1d4 rounds.[/font][/color]
[color=#000000][font=Times New Roman, serif]Light Rays (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]1/day, a rokh[/font][/color] fires 3 beams of holy energy at its foes, up to 30 feet away. Each ray requires a ranged touch attack to hit and deals 2d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
[color=#000000][font=Times New Roman, serif]Simurgh[/font][/color]
A giant bird with blue wings, sharp talons, and a long tail. According to ancient records, it states that the simurgh cared for young children who were abandoned by their parents and left deep within the mountains, and because of this, they were revered as being sacred bird epitomizing compassion. but in recent years, there have been reports of simurghs attacking humans, leading to the loss of this once held veneration of them.
CR 3 XP 800
N Medium Magical Beast
Init: +6; Senses Low-light vision, scent; Perception +13
AC 17, touch 12; flat-footed 15 (+2 dex, +5 natural)
hp 27 (3d10+9)
Fort +8, Ref +5, Will +4; +4 vs. disease
Resist water 5
Weakness Lightning
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +6 (1d8+3 plus drench), 2 Claws +6 (1d3+3 plus drench)
Special Attacks Acid Droplet, Blinder, Drench (1d6 water damage, DC 14)
Str 16, Dex 15, Con 16, Int 2, Wis 16, Cha 7
Base Atk +3; CMB +6; CMD 18
Feats Great Fortitude, Improved Initiative
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +13; Racial Modifiers Perception +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Acid Droplet (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a simurgh can drench a single enemy with acid water within 30 feet for 4d6 points of water damage and is inflicted with the Poison status effect for 1d4 rounds unless they make a Fortitude save (DC 15). Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19). [/font][/color]
[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 2 turns, a simurgh can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 14) or be blind for 1d4 rounds.[/font][/color]
Drench (Ex)
A simurgh deals water damage in addition to damage dealt on a successful hit in melee. Those affected by the drench ability must also succeed on a Reflex save or have the drench status effect.
[color=#000000][font=Times New Roman, serif]Vulture[/font][/color]
A large grey bird with claws and a beak of sickly purple. It is reviled for its habit of feasting on the dead, and the sight of it flying over head, its tail whipping behind it, is considered a bad omen. It has a shrill, piercing cry and excellent vision, which it uses when it wheels and darts about in agile flight, quickly spinning into deadly dives. It also has the unpleasant habit of carrying prey high into the sky then dropping it so that, upon hitting the ground, it will be left in convenient bite-sized pieces. It seems no wonder at all that it gets so little love from humans.
CR 1 XP 400
N Small Magical Beast
Init: +1; Senses Low-light vision, scent; Perception +10
AC 13, touch 11; flat-footed 12 (+1 dex, +1 natural, +1 size)
hp 8 (1d10+2)
Fort +6, Ref +3, Will +2; +4 vs. disease
Weakness Wind
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +3 (1d6+1)
Special Attacks Blinder, Engulfing Winds
Str 12, Dex 13, Con 14, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +1; CMD 12
Feats Great Fortitude
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +10; Racial Modifiers Perception +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 4 turns, a vulture can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 12) or be blind for 1d4 rounds.[/font][/color]
[color=#000000][font=Times New Roman, serif]Engulfing Winds (Su)[/font][/color]
1/day, a vulture can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save (DC 13) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.