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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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Ahlinni (Cackle Bird)<br />

Medium Magical Beast<br />

Hit Dice: 4d10+8 (30 hp)<br />

Initiative: +1<br />

Speed: 40 ft. (6 squares), climb 20 ft. (4<br />

squares)<br />

Armor Class: 17 (+1 Dex, +6 natural),<br />

touch 11, flat-footed 16<br />

Base Attack/Grapple: +4/+6<br />

Attack: Bite +7 melee (1d8+2)<br />

Full Attack: Bite +7 melee (1d8+2) and 2<br />

claws +1 melee (1d4+1)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Breath weapon, impale<br />

2d8+4<br />

Special Qualities: Birdsong, darkvision<br />

60 ft., fast healing 2, resistance to sonic 10,<br />

low-light vision<br />

This creature has a long, straight beak —<br />

fully half <strong>the</strong> length <strong>of</strong> its body — that tapers to a<br />

fine point. Wicked claws sprout from its wings. Its<br />

eyes are whitish-pink and its fea<strong>the</strong>rs are a mixture<br />

<strong>of</strong> blues, reds, yellows, and greens.<br />

<strong>The</strong> ahlinni, or cackle bird, is a flightless<br />

bird that dwells in <strong>the</strong> treetops <strong>of</strong> thick forests<br />

or canopies <strong>of</strong> marsh trees. It is covered in<br />

greenish fea<strong>the</strong>rs <strong>of</strong> varying hues, and when it lies<br />

motionless in its leafy surroundings it is nearly<br />

invisible.<br />

Cackle birds live in small flocks, and <strong>the</strong>ir<br />

laughter-like calls can be heard for great distances<br />

through <strong>the</strong> woods <strong>the</strong>y call home. <strong>The</strong>y have an<br />

affinity for small sparkly objects, and <strong>of</strong>ten line<br />

<strong>the</strong>ir nests with bits <strong>of</strong> colored glass or gemstones<br />

in order to attract a mate.<br />

Combat<br />

An ahlinni attacks first with its breath<br />

weapon and, being cowardly, usually flees <strong>the</strong><br />

encounter if possible. When on <strong>the</strong> <strong>of</strong>fensive,<br />

an ahlinni leaps from its treetop and attempts to<br />

impale its opponent on its beak.<br />

63<br />

Saves: Fort +6, Ref +5, Will +1<br />

Abilities: Str 15, Dex 13, Con 14, lnt 6, Wis<br />

10, Cha 10<br />

Skills: Climb +10, Hide +3*, Jump +8,<br />

Listen +2, Move Silently +4, Spot +2<br />

Feats: Alertness, Weapon Focus (bite)<br />

Environment: Temperate or cold forests<br />

and marshes<br />

Organization: Solitary, pair, or flock (4-7)<br />

Challenge Rating: 4<br />

Treasure: No coins; standard goods (gems<br />

only); no items<br />

Alignment: Usually chaotic neutral<br />

Advancement: 5-8 HD (Medium); 9-12 HD<br />

(Large)<br />

Level Adjustment: —<br />

Breath Weapon (Su): Once every three<br />

rounds as a standard action, an ahlinni can<br />

expel a pinkish gas in a 20-foot cone. Affected<br />

creatures must succeed on a DC 14 Fortitude<br />

save or fall prone, laughing manically as if<br />

affected by a hideous laughter spell (caster level<br />

4th). <strong>The</strong> effects last 1d3 rounds. <strong>The</strong> save DC is<br />

Constitution-based.<br />

Impale (Ex): When an ahlinni charges a foe,<br />

it deals 2d8+4 points <strong>of</strong> damage on a successful<br />

strike with its bite attack instead <strong>of</strong> its typical<br />

damage <strong>of</strong> 1d8+2.<br />

Birdsong (Su): An ahlinni can freely<br />

communicate with any bird or bird-like creature<br />

(such as rocs, giant eagles, and giant owls),<br />

perfectly mimicking any bird song or vocalization.<br />

Communication with non-intelligent bird creatures<br />

is on an empathic level, and can only take place if<br />

<strong>the</strong> bird is within 100 feet. In this case, this ability<br />

functions as a speak with animals spell (caster<br />

level 4th). This ability is always active, but can be<br />

negated. <strong>The</strong> ahlinni can restart it as a free action<br />

on its next turn.<br />

Skills: An ahlinni has a +8 racial bonus on<br />

Climb checks, and can always take 10 on a Climb<br />

check, even if rushed or threatened. *An ahlinni<br />

has a + 10 racial bonus on Hide checks when in<br />

treetops.<br />

4

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