Deep Crow
System: Pathfinder | SRD
Deep Crow
CR 14
Init +9
;
Senses darkvision 120 ft., low-light vision; Listen +11, Spot +17
Defense
AC 32, touch 13, flat-footed 27 (+5 Dex, +19 natural, -2 size)
hp 200 (16d10+112)
Fort +17,
Ref +15,
Will +8
Immune disease, poison
Weaknesses fear of magic, light blindness
Offense
Speed 40 ft., fly 150 ft. (average)
Melee bite +23 (2d6+9) and 2 claws +21 (2d8+4) and 2 wings +21 (1d8+4)
Space 15 ft.,
;
Reach 15 ft.
Special Attacks ancient caw, rake (2d8+2)
Statistics
Str 29,,
Dex 20,,
Con 24,,
Int 2,,
Wis 17,,
Cha 18
Base Atk +16
Feats Alertness , Combat Reflexes , Flyby Attack , Multiattack , Improved Initiative , Wingover
Skills Hide –3 (+5 underground), Listen +11, Move Silently +12 (+20 underground), Spot +17
SQ shadow blend
Special Abilities
Ancient Caw (Su) A deep crow can unleash a high-pitched squawk, a predatory shriek that plays upon primal fears deeply rooted in all creatures’ subconscious minds. All except deep crows within 120 feet must succeed on a DC 22 Will save or be frightened for 2d6 rounds. Those within 30 feet who fail their saves instead become panicked for 2d6 rounds. A deep crow can unleash an ancient caw once every 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Fear of Magic (Ex) Deep crows are highly unnerved by magic (or seemingly magical) effects. Should a spell or spell-like ability with a visible, obviously magical effect be cast within 10 feet of a deep crow, it must make a Will save or be shaken for 1 round. The DC of this Will save equals 10 + the spell level. Not all spells force a deep crow to make a save, with the GM ultimately deciding what effects trigger a deep crow’s fear. In addition to magic, well-performed feats of legerdemain—tricks that exceed a DC 15 Sleight of Hand check—force a deep crow to make a DC 11 Will save to avoid being shaken for 1 round.
Improved Grab (Ex) To use this ability, a deep crow must hit with either its bite or both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it establishes a hold it can make two rake attacks. It can also take flight while grappling with any creature two or more sizes smaller than itself.
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a deep crow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Rake (Ex) Attack bonus +23, damage 2d8+2.
Shadow Blend (Su) In any condition of illumination other than full daylight, a deep crow can disappear into the shadows as a standard action, giving it total concealment until it takes another standard action. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Always N Huge magical beast