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Great IronbillCreature 5


LargeAnimal
Source Pathfinder #209: Destroyer's Doom
Perception +10 (low light vision)
Languages none
Skills Acrobatics +13, Intimidation +13
Str +5, Dex +5, Con +2, Int -4, Wis +2, Cha +4

AC 22; Fort +9; Reflex +15; Will +10;
HP 58
Speed 20 feet (fly 40 feet)

Beak One Action +15 (+11, +7) to hit (agile, unarmed) 2d6+6 Bludgeoning
Talon One Action +15 (+11, +7) to hit (agile, reach 10, unarmed) 2d6+6 Slashing

Clatter Two Actions

The ironbill snaps its beak together. Creatures within 30 feet take 2d10 sonic damage (DC 22 will save). On a failure, the creature is also Frightened 1 (Frightened 2 on a critical failure).

Flyby Attack Two Actions

The ironbill Flies and makes a talon Strike at any point along the way.

Standstill One Action

The great ironbill becomes unnervingly still. The next creature the ironbill makes a Strike against is Off-Guard to the ironbill.


The great ironbill, a stork-like creature native to Dirt Sea shores, is known for clapping its fearsome beak to create incredibly loud and unnerving sounds.


Belkzen's megafauna husbandry is a source of orc pride, with many species bred for everyday life. In battle, they provide an edge against foes.

Living Alarm

The great ironbill tends to remain eerily still, making it hard to spot when it stands amongst trees or shadows. Combined with their deafeningly loud calls, properly trained ironbills make excellent guards.


Traits

Common

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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.