Adopted By
Quantumboost (talk)
Original Creator: FrankTrollman
Date Created: 3/5/2010
Status: Complete
Editing: Spelling and Grammar only

Size/Type: Medium Magical Beast
Hit Dice: 12d10+36 (102 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 100 ft. (perfect)
Armor Class: 20 (+6 natural, +4 Dex), touch 14, flat-footed 16
Base Attack/Grapple: +12/+16
Attack: Bite +16 melee (1d8+3)
Full Attack: Bite +16/+11/+6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear, spell-like abilities
Special Qualities: Damage reduction 10/magic, improved flight, pursuit
Saves: Fort +11, Ref +12, Will +8
Abilities: Str 15, Dex 18, Con 16, Int 11, Wis 14, Cha 19
Skills: Intimidate +15, Hide +15, Listen +8, Survival +7
Feats: Weapon Finesse, Ability Focus: Fear, Greater Ability Focus: Fear, Death Blow, Iron Will
Environment: Any wilderness
Organization: Solitary or Pair
Challenge Rating: 9
Treasure: Standard.
Alignment: Often Neutral
Advancement: 13-18 HD (Medium), 19-24 HD (Large)
Level Adjustment:

Combat Edit

Fear (Su): By leering and growling, a Fearow can frighten creatures which view or hear it. All creatures within a short ranged cone (25 feet plus 5 feet per two hit dice long and wide) must make a three consecutive Will saves (DC 10 + half HD + Charisma modifier), becoming shaken for each save failed. Remember that shaken creatures who become shaken again become frightened, and then panicked. A creature which passes all three saves is immune to the Fear ability of that Fearow for 1 hour, and the fear lasts for 1 minute per hit die of the Fearow.

The sample Fearow has a Fear DC of 24.

Spell-like Abilities (Sp): A Fearow can use phantasmal killer and haste each once a day as a Sorcerer with a caster level equal to its hit dice.

Improved Flight (Ex): A Fearow can remain aloft forever, and never needs to land or sleep. A Fearow adds 30 to any check it makes for performing a physical action over a long period of time. A Fearow is immune to sleep effects.

Pursuit (Su): A Fearow can project images of despair into the hearts of those it has panicked, making it believe that it is escaping while in fact it is only falling farther into a dark trap. A Fearow always knows the exact location of any panicked creature within 300 feet of it (those creatures are considered to have no concealment), and any panicked creature is considered helpless against a Fearow. Pursuit is a continuous ability that can be suppressed or activated as a free action.

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