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Solar CrowCreature 10


LargeElementalFire
Source Pathfinder Rage of Elements
Perception +19 (darkvision, smoke vision)
Languages Pyric
Skills Lore +18, Acrobatics +22, Athletics +22, Deception +21, Nature +19
Str +2, Dex +6, Con +2, Int +0, Wis +3, Cha +5

AC 30; Fort +18; Reflex +22; Will +17;
HP 170
Speed 20 feet (fly 50 feet)
Immunities bleed, paralyzed, fire, sleep, poison

Beak One Action +22 (+17, +12) to hit (finesse, unarmed) 2d10+8 Piercing + 2d6 Fire
Talon One Action +22 (+18, +14) to hit (agile, finesse, unarmed) 2d6 Fire + 1d10+8 Slashing

Smoke Vision

Smoke doesn't impair a solar crow's vision; they ignore the Concealed condition from smoke.

Glinting Wing Reaction (light, visual)

Trigger A creature within 120 feet attempts to target the solar crow


Effect The solar crow defensively repositions a wing to shine light into the attacker's eyes. The target is Dazzled for the duration of the triggering effect, granting the solar crow concealment against it.

Glow (aura, fire, light)

25 feet. The solar crow casts bright light in a 25-foot emanation (and dim light for the next 25 feet).

Blinding Heat Two Actions (fire, incapacitation, light, visual)

The solar crow expands its wings and unleashes blazing hot, blinding light in a 120-foot emanation. Each creature in the area takes 9d6 fire damage with a DC 29 reflex save. The crow can't use Blinding Heat again for 1d4 rounds, and its glow aura is deactivated during this time.


Critical Success The creature is unaffected.

Success The creature takes half damage and is Dazzled for 1 round.

Failure The creature takes full damage and is Blinded for 1 round.

Critical Failure The creature takes double damage and is blinded for 1 minute.

Burning Talons

A creature Grabbed by the solar crow takes 1d4 persistent,fire damage. It can't recover from this damage while grabbed by the crow.

Snatch

A solar crow can Fly at half Speed while it has a creature Grabbed or Restrained in its talons, carrying that creature along with it.

Grab One Action

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.


These enormous three-legged elementals resemble crows with flaming feathers, said to shine as bright as the sun. They nest in the smoldering Forest of Mulberry Coals, living in flocks of eight to a dozen, with ten being the most common.


The ifrits of the Dominion of Flame conscript even more of the plane's fire elementals in preparation for new wars in the returned planes, even mobilizing ones that rarely travel near settlements.

Story Of Infamy

Ancient tales from dragon-ruled Tian Xia tell of a flock of solar crows who wreaked havoc upon the Plane of Wood, driving an herb that could grant immortality to extinction before coming to terrorize Tian Xia itself. All but one of the crows were then shot down by a legendary archer.


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.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Fire

Effects 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.