GarudaCreature 9
Source Pathfinder Monster Core 2
Perception +20 (darkvision)
Languages Common, Empyrean, Vudrani, Plus Two Others, Speaker Of The Skies
Skills Acrobatics +19, Athletics +21, Diplomacy +19, Intimidation +17, Religion +19
Str +6, Dex +4, Con +4, Int +2, Wis +4, Cha +4
AC 27; Fort +20; Reflex +19; Will +16;
HP 160
Speed 25 feet (fly 60 feet)
Weaknesses Unholy 10
Beak
+21 (+16, +11) to hit (holy, magical) 2d10+9 Piercing + 1d6 FireTalon
+21 (+17, +13) to hit (agile, finesse, holy, magical) 2d8+9 Bludgeoning + 1d6 FireSun Beam
+19 (+14, +9) to hit (fire, holy, magical) 2d10 FireSpeaker of the Skies
A garuda can speak with any type of bird.
Vehicle of the GodsGarudas were created to serve as transport for other beings. A holy creature can ride the garuda by using the Mount action to move onto them. Unlike the normal rules for riding other creatures, both the garuda and the rider continue to receive all 3 of their actions each turn, and the garuda's rider can be Medium or smaller. A garuda can have only a single rider at a time. The garuda can choose to allow a non-holy (but not an unholy) creature to ride them, but generally only does so in specific circumstances.
Celestial Meteor
(divine, fire, move)Requirements The garuda doesn't have a rider
Effect The garuda Flies straight up and then comes crashing down toward the ground, landing in an unoccupied space within 30 feet. As the garuda lands, a burst of solar flames erupts from them, dealing 5d6 fire damage to all creatures in a 10-foot emanation (DC 28 reflex save). If the garuda lands adjacent to a creature, they can attempt to Grapple that creature. On a success or critical success, the garuda can then Fly up to 30 feet with the creature.
Divine GraspWhen a garuda moves, they can bring grabbed creatures along with them.
Raise by the Sun
2 to 3
Requirements The garuda doesn't have a rider
Effect The garuda Flies and picks up a willing creature at any point during the flight, who then begins riding the garuda, and then the garuda continues their Fly action. If the garuda uses three actions, they can instead Fly twice. At any point during the garuda's movement, the rider can use a reaction to attempt a Strike with a ranged weapon.
Grab
Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Divine Innate Spells (DC 25, +18 to hit)
2nd Level: Blazing Bolt
3rd Level: Haste, Holy Light
4th Level: Translocate
Garudas are winged humanoids created to serve holy gods and other powerful celestial beings. Originally born among the celestial planes, garudas eventually spread beyond, with many making their way to the mortal Universe. As divine servants, garudas' primary roles are as protectors, defending holy sites and important divine figures like high priests.
The most important role a garuda serves is as a means of transportation. The first garudas served as mounts for the gods, carrying them across the heavens and into combat. This tradition continues today, with garudas willingly serving as mounts for champions, clerics, and other divine chosen. On occasion, a god will request a garuda track down one of the god's followers. The garuda declares their servitude to the follower, acting as a guardian and transport for as long as the god decrees.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CelestialCreatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.