Enchanter HeronThis 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 3Source Pathfinder #121: The Lost Outpost pg. 82 XP 800 N Large animal Init +1; Senses low-light vision; Perception +6DefenseAC 15, touch 11, flat-footed 13 (+1 Dex, +1 dodge, +4 natural, -1 size) hp 32 (5d8+10) Fort +6, Ref +5, Will +2OffenseSpeed 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)StatisticsStr 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 sackEcologyEnvironment temperate rivers and coasts Organization solitary or flock (4-12) Treasure noneSpecial AbilitiesThroat 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.DescriptionEnchanter 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.
|