Creatures in "Witchcrow" Category
System: Pathfinder | SRD
Creatures in "Witchcrow" Category
CR Greater Witchcrow (RoW) 3 Witchcrow 3 Witchcrow (RoW) 1
XP 800
Init +3
;
Senses darkvision 60 ft., detect magic , low-light vision; Perception +9
Defense
AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 32 (5d10+5)
Fort +5,
Ref +7,
Will +4
Resist cold 5
Offense
Speed 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)
CMB +5 (+7 steal)
CMD 19 (21 vs. steal)
Statistics
Str 12,,
Dex 17,,
Con 12,,
Int 17,,
Wis 16,,
Cha 13
Base Atk +5
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
Languages Abyssal, Aklo, Auran, Common; speak with animals (birds only)
SQ apportation
Special Abilities
Apportation (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.