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Enchanter Heron

This large bird has gray-and-white feathers, a long beak, and a bulbous sac on its throat that glows with a pale, sapphire light.

Enchanter Heron CR 3

Source Pathfinder #121: The Lost Outpost pg. 82
XP 800
N Large animal
Init +1; Senses low-light vision; Perception +6

Defense

AC 15, touch 11, flat-footed 13 (+1 Dex, +1 dodge, +4 natural, -1 size)
hp 32 (5d8+10)
Fort +6, Ref +5, Will +2

Offense

Speed 30 ft., fly 20 ft. (average)
Melee bite +6 (1d8+6 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks swallow whole (1d6 acid damage, AC 12, 3 hp)

Statistics

Str 18, Dex 13, Con 14, Int 2, Wis 13, Cha 7
Base Atk +3; CMB +8; CMD 20
Feats Dodge, Flyby Attack, Hover
Skills Acrobatics +5, Fly +3, Perception +6, Swim +8
SQ throat sack

Ecology

Environment temperate rivers and coasts
Organization solitary or flock (4-12)
Treasure none

Special Abilities

Throat Sac (Ex) As a standard action, an enchanter heron can fill the membrane beneath its beak with air. The membrane then glows with blue light, and creatures within 60 feet must succeed at a DC 13 Will saving throw or be fascinated. This effect lasts as long as the enchanter heron keeps the membrane filled with air, plus 1 additional round. An enchanter heron can hold air in its throat sac for up to 1 minute; releasing the air is a free action. The fascinated effect immediately ends if the enchanter heron moves more than 60 feet away from an affected creature. Any creature with an Intelligence score of 3 or higher receives a +4 bonus to its saving throw. Once a creature has been subject to this effect (whether or not its saving throw is successful), it is immune to it for the next 24 hours. This is a mind-affecting enchantment effect. The save DC is Wisdom-based.

Description

Enchanter herons are large birds with bioluminescent throat sacs—the result of prolonged exposure to magical fallout. Each stands about 8 feet tall and weighs 500 pounds.