Dire Ibis
Medium Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 80 ft. (Average)
Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 14, Dex 13, Con 14, Int 2, Wis 12, Cha 8
Skills: Listen +5, Search +3, Spot +5, Swim +10
Feats: Alertness, improved Initiative
Environment: Warm Marsh or Forest
Organization: Solitary, Pair, or Colony (5-30)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 5-6 HD (Medium), 7-8 HD (Large)
Level Adjustment: ---

"Swamps. Ah hate swamps."

"Calm down Abner."

"Ain't nuthin' good comes out of swamps..."

"We've done worse..."

"Ah was sued by thet Medusa last time we went into a swamp..."

Ibis are wading birds that are normally harmless to people, but Dire Ibis flocks can wipe out fish supplies if left unchecked.

Hold Breath (Ex): Dire Ibis may hold their breath for (4 times Constitution modifier) before it risks drowning.

Skills: Dire Ibis gain a +8 Racial Bonus to all Swim Checks, and a +4 Racial Bonus to all Search Checks.

Combat: Ibis normally peck at opponents, and retreat if they are troublesome.



Giant Ibis
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be visiting Farmer Johns birdhouse."

Highly Territorial When Nesting or Feeding
"I'm surprised you didn't use these to sabotage shrimp farmers."

"We did. But they did nothing but fight each other."

"They can be aggressive."

"Then there were the cultists..."

Religious Symbols
"Cultists?"

"A lot of religions use them as symbols. Ever wake up to a bunch of hooded weirdos standing over your bed yammering about their Great Bird God?."

"That would be a hard no."