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Frost RocCreature 14


Rare​Gargantuan​Beast​Cold​
Source Pathfinder Adventure: Prey for Death
Perception +25 (darkvision)
Languages none
Skills Acrobatics +24, Athletics +29
Str +9, Dex +4, Con +6, Int -4, Wis +5, Cha +0

AC 34; Fort +28; Reflex +24; Will +23;
HP 300
Speed 15 feet (fly 60 feet)
Immunities cold
Weaknesses Fire 15
Resistances Electricity 15

Wing One Action +29 (+25, +21) to hit (agile, reach 30) 3d4+15 Bludgeoning
Beak One Action +29 (+24, +19) to hit (reach 15, unarmed) 3d12+15 Piercing
Talon One Action +29 (+25, +21) to hit (agile, reach 15, unarmed) 3d8+15 Slashing

Mist Sight

A frost roc can see through clouds, fog, mists, and other water vapors.

Flying Strafe Two Actions

The frost roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty.

Frozen Feathers Two Actions (cold, primal)

The frost roc spreads its wings and then flaps them furiously, unleashing a blast of ice-rimed feathers in a 60-foot cone. All creatures in the area must attempt a DC 34 reflex save. The frost roc can't use Frozen Feathers again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature takes 3d6[piercing],5d6 cold3d6 piercing damage and 5d6 cold damage.

Failure The creature takes 5d6[piercing],10d6 cold5d6 piercing damage and 10d6 cold damage.

Critical Failure The creature takes 8d6[piercing],15d6 cold8d6 piercing and 15d6 cold damage, and is Slowed 1 for 1 minute.

Snack

A frost roc gains a +2 circumstance bonus to hit with its beak Strike if the target is Grabbed or Restrained in its talon.

Snatch

A frost roc can Fly at half Speed while it has a creature Grabbed or Restrained in either or both of its talons, carrying that creature along with it.

Wing Rebuff Reaction

Trigger A creature moves into the reach of the frost roc's wing


Effect The frost roc makes a wing Strike against the triggering creature. If the frost roc Pushes the creature, it disrupts the triggering move action.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Improved Push Free Action

Trigger The monster's last action was a successful Strike that lists Improved Push in its damage entry


Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Improved Push lists a distance, change the distance the creature is pushed on a success to that distance.


Stories of immense rocs swooping down to carry off livestock or strafing armies into bleeding ruin are popular in taverns, but what many don't realize is that there are even more dangerous magical rocs dwelling in the remote corners of the world. These oversized birds have supernatural abilities linked to the region they favor, but they share one thing with the common roc—their vast size.

Frost rocs are owl-like predators adapted to life in arctic regions. They nest among the craggy peaks of snowcapped mountains or amid rifts of sprawling glaciers, treating the taigas and tundras as their sprawling hunting grounds. Frost rocs are nocturnal and tend to hunt nightly for a few weeks at a time, as the moon is waxing or waning full. They go into short periods of hibernation for the weeks on either side of a new moon, or during prolonged periods of cloud coverage, such as during a storm. They abandon these habits when they're trained to work as mounts or guardians—something that giants or the church of Gorum often does in the remote reaches of the Lands of the Linnorm Kings or the Realm of the Mammoth Lords.

Other Bestial Rocs

Additional varieties of roc have evolved to adapt to remote, hostile environments and, like the frost roc, often possess some form of elemental magic. The albatross-like wind rocs of western Azlant nest among the ragged cliffs of shattered isles, commanding mighty winds with their wings. In remote Arcadian archipelagos, bright pink, long-legged swamp rocs stride through wetlands and use watery magic to aid their hunts. Others doubtless exist in even more remote reaches of the world.


Traits

Rare

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.

Beast

A 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.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.