SlaadLord
2009-09-06, 02:14 PM
http://scienceblogs.com/zooillogix/Albatross%20II.jpg
Waygull
Medium Magical Beast
Hit Dice: 7d10 + 21 (59 hp)
Initiative: +5
Speed: 10ft., fly 60ft. (good)
AC: 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
Base Attack/ Grapple: +7/+8
Attack: Talon +8 melee (1d4 + 1)
Full Attack: 2 Talons +8 melee (1d4 + 1) and beak +3 melee (1d6)
Space/Reach: 5ft./5ft.
Special Attacks: Curse of the Brine, dire weather
Special Qualities: Darkvision 60ft., eyes on the horizon, low-light vision, traveler's tongue
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 13, Dex 12, Con 17, Int 10, Wis 15, Cha 19
Skills: Listen +8, Spot +16, Survival +16
Feats: Ability Focus (Curse of the Brine), Improved Initiative, Self-Sufficient
Environment: Any Aquatic
Organization: Solitary or Flock (2-8)
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral Good
Advancement: 8-14 HD (Medium), 15-21 HD (Large)
Level Adjustment: -
Waygulls are often considered by sailors to be good luck. Generally benevolent creatures, waygulls are the answer to the prayers of many a lost captain. Willing and capable of leading ships to port, waygulls sometimes 'adopt' a ship, following it wherever it goes.
Waygulls resemble massive seagulls with grey feathers on their back and wings and white on their bellies. Their eyes shine with an uncanny intelligence. They typically measure six or seven feet from wingtip to wingtip and weigh around 70 pounds. They speak Auran and understand all tongus because of their comprehend languages ability.
Combat
Curse of the Brine (Su): As a standard action three times each week, a waygull can afflict a single individual with a terrible curse. The cursed creature is compelled to submerge itself in the nearest body of water and deliberately allow itself to drown. Affected creatures swim as deep as they can and must begin to make Fortitude checks against drowning immediately. A Will save (DC 19) negates this mind-affecting compulsion effect, as does a remove curse spell.
Dire Weather (Sp): A waygull can duplicate the effects of a Control Weather spell once per week, except that the duration is always 24 hours and the casting time is instead 1 round.
Eyes on the Horizon (Su): A waygull is always unfailingly aware of its own location and the direction in which it is traveling. It cannot get lost, even if magically influenced. Additionally, it is treated as two sizes larger than it actually is for the purpose of determining wind effects. A waygull is constantly protected by an endure elements effect.
Traveler's Tongue (Ex): Waygulls can understand all spoken languages and read all written words.
Skills: Waygulls gain a +4 racial bonus to Survival checks and a +8 racial bonus to Spot checks.
Waygull
Medium Magical Beast
Hit Dice: 7d10 + 21 (59 hp)
Initiative: +5
Speed: 10ft., fly 60ft. (good)
AC: 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
Base Attack/ Grapple: +7/+8
Attack: Talon +8 melee (1d4 + 1)
Full Attack: 2 Talons +8 melee (1d4 + 1) and beak +3 melee (1d6)
Space/Reach: 5ft./5ft.
Special Attacks: Curse of the Brine, dire weather
Special Qualities: Darkvision 60ft., eyes on the horizon, low-light vision, traveler's tongue
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 13, Dex 12, Con 17, Int 10, Wis 15, Cha 19
Skills: Listen +8, Spot +16, Survival +16
Feats: Ability Focus (Curse of the Brine), Improved Initiative, Self-Sufficient
Environment: Any Aquatic
Organization: Solitary or Flock (2-8)
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral Good
Advancement: 8-14 HD (Medium), 15-21 HD (Large)
Level Adjustment: -
Waygulls are often considered by sailors to be good luck. Generally benevolent creatures, waygulls are the answer to the prayers of many a lost captain. Willing and capable of leading ships to port, waygulls sometimes 'adopt' a ship, following it wherever it goes.
Waygulls resemble massive seagulls with grey feathers on their back and wings and white on their bellies. Their eyes shine with an uncanny intelligence. They typically measure six or seven feet from wingtip to wingtip and weigh around 70 pounds. They speak Auran and understand all tongus because of their comprehend languages ability.
Combat
Curse of the Brine (Su): As a standard action three times each week, a waygull can afflict a single individual with a terrible curse. The cursed creature is compelled to submerge itself in the nearest body of water and deliberately allow itself to drown. Affected creatures swim as deep as they can and must begin to make Fortitude checks against drowning immediately. A Will save (DC 19) negates this mind-affecting compulsion effect, as does a remove curse spell.
Dire Weather (Sp): A waygull can duplicate the effects of a Control Weather spell once per week, except that the duration is always 24 hours and the casting time is instead 1 round.
Eyes on the Horizon (Su): A waygull is always unfailingly aware of its own location and the direction in which it is traveling. It cannot get lost, even if magically influenced. Additionally, it is treated as two sizes larger than it actually is for the purpose of determining wind effects. A waygull is constantly protected by an endure elements effect.
Traveler's Tongue (Ex): Waygulls can understand all spoken languages and read all written words.
Skills: Waygulls gain a +4 racial bonus to Survival checks and a +8 racial bonus to Spot checks.