WitchcrowUnnatural intelligence glows in the bright green eyes of this large,
jet-black crow.Witchcrow CR 3Source Bestiary 5 pg. 277 XP 800 CE Small magical beast Init +3; Senses darkvision 60 ft., detect magic, low-light vision;
Perception +9DefenseAC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size) hp 32 (5d10+5) Fort +5, Ref +7, Will +4 Resist cold 5OffenseSpeed 20 ft., fly 60 ft. (good) Melee 2 talons +7 (1d6+1) Special Attacks hexes (cackle, evil eye, misfortune) Spell-Like Abilities (CL 5th; concentration +8; Intelligence-based) Constant—detect magic, speak with animals (birds only)
3/day—perceive cues, vanish, ventriloquism (DC 14)
1/day—ill omen, mirror imageStatisticsStr 12, Dex 17, Con 12, Int 17, Wis 16, Cha 13 Base Atk +5; CMB +5 (+7 steal); CMD 19 (21 vs. steal) Feats Combat Expertise, Dodge, Flyby Attack, Improved Steal Skills Bluff +5, Fly +15, Knowledge (arcana) +6, Perception +9,
Sense Motive +6, Sleight of Hand +12, Spellcraft +6, Stealth +15;
Racial Modifiers +8 Sleight of Hand Languages Abyssal, Aklo, Auran, Common; speak with animals
(birds only) SQ apportationEcologyEnvironment cold or temperate forests or plains Organization solitary, pair, covey (3–12), or murder (13–30) Treasure standardSpecial AbilitiesApportation (Su) Once per day, in large enough groupings (such
as a murder), witchcrows can perform cooperative magic to
open a glowing ring that leads to somewhere else. This entails
a raucous aerial ritual centered on those that wish to make
use of this ability. The ritual functions like a teleportation
circle (CL 17th), except it requires 1 minute of uninterrupted
casting time. The circle doesn’t need to be placed on a
horizontal surface, and is both visible and easily detected.
The effect stays in place for 1 minute. Most witchcrows loathe
using this power, but some offer it as a service, demanding a
high price—usually something cherished, extremely valuable,
and magical.
Hexes (Su) A witchcrows can use the hexes listed in its special
attacks entry as a 5th-level witch. The save DC to resist a witchcrow’s hex is 15.DescriptionThe dread witchcrow, renowned as a harbinger of ill deeds
and misfortune, preys on the weak and spies on the unwary.
Clever, manipulative, and avaricious in the extreme, these
birds have no conscience and know no fear. Witchcrows
strive to steal not only victims’ most cherished possessions,
but their hopes and dreams as well. They delight in bringing
anguish and sowing doubt even as they offer falsely friendly
advice designed to tear down alliances, dupe the gullible, and
compromise the virtuous. Despite their deceptive nature,
witchcrows can also hold valuable information—or come by
such if paid to retrieve it.
Witchcrows value arcane magic above all else, not simply
as practitioners, but also as collectors. In exchange for
their services or information, witchcrows trade for scrolls,
potions, and other lesser magic items. Even if such items go
unoffered, an intense covetous streak drives witchcrows to
pilfer these things if they sense them among a bargainer’s
possessions. Often, they single out arcane casters as targets
for thievery, closing on casters from a distance with their
vanish ability and executing flyby attacks to snatch away any
baubles they desire. They carry such loot back to their nests
to preen and proudly share stories of their daring raids under
the adulation of their peers. Regular, prolonged spellcasting
(casting spells with a casting time greater than 1 round) often
attracts witchcrows to the area. They stalk spellcasters in
groups, watching for opportunities to steal from them.Creatures in "Witchcrow" Category
|