This large bird has gray-and-white feathers, a long beak, and a bulbous sac on its throat that glows with a pale, sapphire light.
Enchanter Heron CR 3
Throat Sac (Ex)
As a standard action, an enchanter heron can fill the membrane beneath its beak with air. The membrane then glows with blue light, and creatures within 60 feet must succeed at a DC 13 Will saving throw or be fascinated.
This effect lasts as long as the enchanter heron keeps the membrane filled with air, plus 1 additional round. An enchanter heron can hold air in its throat sac for up to 1 minute; releasing the air is a free action. The fascinated effect immediately ends if the enchanter heron moves more than 60 feet away from an affected creature. Any creature with an Intelligence score of 3 or higher receives a +4 bonus to its saving throw. Once a creature has been subject to this effect (whether or not its saving throw is successful), it is immune to it for the next 24 hours. This is a mind-affecting enchantment effect. The save DC is Wisdom-based.
Environment temperate rivers and coasts
Organization solitary or flock (4–12)
Enchanter herons are large birds with bioluminescent throat sacs—the result of prolonged exposure to magical fallout. Each stands about 8 feet tall and weighs 500 pounds.
Enchanter Heron Companions
Starting Statistics: Size Medium; Speed 30 ft., fly 20 ft. (average); AC +2 natural armor; Attacks bite (1d6); Ability Scores Str 13, Dex 15, Con 12, Int 2, Wis 11, Cha 7; Special Qualities low-light vision, throat sac.
Pathfinder Adventure Path #121: The Lost Outpost © 2017, Paizo Inc.; Authors: Jim Groves, with Adam Daigle, Isabelle Lee, Luis Loza, and Greg A. Vaughan.