Chaos FalconCreature 10
Source Pathfinder Howl of the Wild
Perception +18 (darkvision, stormsight)
Languages Common, Sussuran
Skills Acrobatics +22, Athletics +19, Nature +19, Stealth +19
Str +5, Dex +7, Con +3, Int +4, Wis +4, Cha +3
AC 29; Fort +19; Reflex +22; Will +16;
HP 180
Speed 25 feet (fly 50 feet)
Resistances Fire 10, Electricity 10, Cold 10
Beak
+21 (+16, +11) to hit (reach 10, unarmed) 3d10+10 PiercingTalon
+21 (+17, +13) to hit (agile, unarmed) 3d6+10 SlashingStorm Bolt
The chaos falcon's bolt Strike always deals the damage type of their storm nexus aura.
StormsightWind, precipitation, and clouds don't impair a chaos falcon's vision; they ignore the Concealed condition from storms, mist, precipitation, and the like.
Dive-bomb
(earth, fire, primal)Requirements The chaos falcon is Flying
Effect The chaos falcon Flies twice straight down. If they reach the ground or a similarly solid object at the end of this movement, their landing shatters that surface into sharp shards and droplets of molten stone deal 4d6[fire],3d8 piercing4d6 fire and 3d8 piercing damage (DC 26 reflex save) to all other creatures within 20 feet.
Flash Storm
(air, primal, water)Water condenses around the ash particles in the chaos falcon's 15-foot aura, pelting everything beneath it with driving rain. Creatures in that area must succeed at a DC 26 reflex save or be pushed 20 feet down, falling Prone if they start or end this movement on the ground.
Storm Nexus (aura, primal)15 feet. 3d6 untyped, DC 26 reflex save. The chaos falcon is surrounded by a cloud of volcanic ash, lightning arcing within the cloud as it glows hot in some areas and collects ice in others. A chaos falcon can change the damage type of this aura to cold, electricity, or fire as an action, which has the concentrate trait.
The extreme weather that gives birth to chaos falcons grants them a mix of abilities not found in other elemental birds. To them, lightning is as natural as fire and heat as comfortable as cold. The variability of their attacks makes them dangerous, even for the well prepared.
Like their elemental cousins, chaos falcons are often the harbingers of storms. They're also seen as omens of volcanic activity, as they will travel across great distances to play and dance in the resulting eruption. Between this association and their tendency to rain both fire and ice, their presence is considered dangerous by nearby settlements.
Fortunately, chaos falcons are solitary birds that prefer to stay away from the noise of civilization. They nest in volcanic vents or areas with geothermal activity, relying on the heat of the earth to incubate their eggs while hunting in the wilderness nearby. Unless their peace is disrupted or their safety threatened, they're unlikely to attack creatures that move through their habitat.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
ElectricityEffects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.