Roc RiderCreature 14
Source Pathfinder Adventure: Prey for Death
Perception +26 (low light vision, scent (imprecise) 30 feet)
Languages Adlet, Common
Skills Acrobatics +28, Athletics +26, Nature +26, Stealth +28, Survival +24
Str +6, Dex +8, Con +4, Int +0, Wis +6, Cha +2
AC 36; Fort +22; Reflex +28; Will +26;
HP 256
Speed 40 feet
Immunities cold
Weaknesses Fire 15
Jaws
+26 (+21, +16) to hit (unarmed) 3d10+14 Slashing + 1d6 ColdSpear
+28 (+23, +18) to hit (magical) 2d6+14 Piercing + 1d6 BleedSpear
+30 (+25, +20) to hit (magical, thrown 20) 2d6+14 Piercing + 1d6 BleedAerial Wolfstorm (aura, cold, primal)
60 feet. A clammy, frigid mist billows forth ahead of the adlet. Creatures within the mist become Concealed, and creatures outside the mist become concealed to creatures within it. An adlet can see through the aura without penalty. When mounted on a frost roc, this aura emanates from the roc, not the adlet, and the roc gains the ability to see through the aura without penalty as well.
Avenging Bite
Trigger A creature within reach of an adlet's jaws Strike attacks one of the adlet's allies.
Effect The adlet makes a jaws Strike against the triggering creature.
Aerial Wolfrime
(cold, concentrate, primal)The roc rider's mist turns biting cold and coalesces into a thick rime of frost that deals 7d6 cold damage to creatures inside the roc rider's aerial wolfstorm aura (DC 31 fortitude), and the aura is deactivated until the start of the roc rider's next turn.
Frozen WeaponsWeapons wielded by an adlet gain the effect of the Frost property rune.
Pack AttackAn adlet's Strikes deal an additional 2d6 damage to creatures that are within the reach of at least two of the adlet's allies.
Primal Innate Spells (DC 31, +23 to hit)
Cantrips (7th Level): Frostbite
5th Level: Howling Blizzard
Adlets dwell in the farthest, harshest reaches of the Crown of the World. At first glance, these isolated people look much like their Erutaki human cousins; they typically have terra-cotta skin, straight black hair, and compact, powerful builds. However, adlets tend to be taller and more sinewy than their human kin. Up close, adlets' strangeness reveals itself-each sports a maw full of wolflike teeth. Their legs and tail resemble that of a dog.
Adlets' legends say that long ago, a mighty hunter lost his way far from home and came upon a house of whalebone and ice. A woman dressed in white fox furs greeted him, fed him, and tended to his frostbite. In time, they married and had 10 children, five of whom bore the legs and tails of foxes. These children stayed with their mother, while the other five-born with the legs and tails of wolves-traveled with their father back to the human lands and became the first adlets.
Adlets aren't inherently evil, but their culture is warlike, xenophobic, and noticeably lacking in humility. They see themselves as the natural rulers of the arctic wastes and view everyone else as squatters at best and invaders at worst. A typical adlet is stronger and faster than any mundane human, with the ability to walk naked in a blizzard and call up ice-cold mists. Given that, it's little wonder that adlets have developed something of a superiority complex. Still, while adlet raids are a common problem for travelers in the Crown of the World, a handful of wily and intrepid merchants have forged peaceful relations with certain adlet communities along more common routes.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.