Medium Magical Beast
Hit Dice: 7d10+7 (45HP)
Initiative: +4
Speed: Fly 100’ (20 squares, average maneuverability)
Armor Class: 20 (+4 Dex, +6 natural); touch 14; flat-footed 16
Base Attack/Grapple: +7/+13
Attack: Talons +13 melee (1d6+3)
Full Attack: 2 Talons +13 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: Command
Special Qualities: Darkvision 60’, Magical Beast traits, Shadow of Fortune, Soar
Saves: Fort +6, Ref +9, Will +4
Abilities: Str 23 (+6), Dex 18 (+4), Con 13 (+1), Int 5 (-3), Wis 14 (+2), Cha 10 (+0)
Skills: Listen +7, Spot +8
Feats: Alertness, Flyby Attack, Hover B, Improved Initiative
Environment: any (Siraaj)
Organization: solitary, pair, formation (3-9), or flock (10-40)
Challenge Rating: 5
Treasure: N/A
Alignment: often Chaotic Good
Advancement: 8-14HD (Medium), 15-21HD (Large)
Level Adjustment: N/A
Combat
A homa will not readily start a fight, usually opting to fly away from a skirmish before it begins. It will battle, however, to protect its young, defend a mate, save its own life, or to secure food in desperate times. A homa will usually try to close the distance with an enemy so that it may employ its Command ability. If that fails (or if there are multiple opponents), it will attempt to charge into melee with its talons, using Flyby Attacks as often as possible.
Command (Su): A homa can make another creature within 20’ do its bidding via telepathy; the targeted creature must succeed on a Will save (DC15) or be affected as though by a
dominate monster spell for 1d6+4 rounds; the save DC is Wisdom-based; this is a mind-affecting compulsion effect; a homa can use this ability as often as it wishes, but can only Command one creature at a time.
Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
- Darkvision out to 60’.
- Proficient with its natural weapons only.
- Proficient with no armor.
- Magical Beasts eat, sleep, & breathe.
Shadow of Fortune (Su): A homa can bring good luck to any creature its shadow falls upon; if a creature is directly underneath a homa for at least one round, it will receive a +2 luck bonus to all skill checks & saving throws for 24 hours
Soar (Ex): A homa does not have to land, even when it is wounded or grappled; regardless of circumstances or conditions, a homa cannot come within 5’ of the ground, although it can still attack anything within its reach, so it may just barely scratch the ground if it wishes; a homa that is forced to descend will still hover 5’ off the ground, as if it were levitating; a homa’s feathers are not affected by this effect, so they will fall to the ground if separated from the bird’s body; even a homa that has been killed will fade away rather than fall to the ground.
Homa Lore
Characters that have ranks in Knowledge (Arcana) can learn more about homas. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
- DC15: “Legends tell of a magical bird that is always on the wing, never landing.” A character making this check recalls all magical beast traits.
- DC20: “This magnificent creature is known as a homa, & no force on Siraaj can make it touch the ground.” A character making this check knows the workings of the Soar ability.
- DC25: “A homa, despite the luck it may bring, can force another being to do whatever it wants, acting on its behalf.” A character making this check remembers the mechanics of Compulsion & Shadow of Fortune.
- DC30: “A homa’s feathers are a valuable material component in flying spells, & are worth a small fortune.” A character making this check is familiar with where homas can usually be found.
Homa Egg
- 3HP
- Hardness: 1
- Value: 50,000gp
Homa Feather
- 2HP
- Hardness: 0
- Value: 2,000gp