Enchanter Heron
System: Pathfinder | SRD
Enchanter Heron
CR 3
XP 800
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)
CMB +8
CMD 20
Statistics
Str 18,,
Dex 13,,
Con 14,,
Int 2,,
Wis 13,,
Cha 7
Base Atk +3
Feats Dodge , Flyby Attack , Hover
Skills Acrobatics +5, Fly +3, Perception +6, Swim +8
SQ throat sack
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.