Giant Air-Infused Arctic Roc

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Giant Air-Infused Arctic Roc CR 11

XP 19,200

Giant Air-Infused Arctic Roc
N Colossal animal (air)
Init +6; Senses low-light vision; Perception +15; Aura ZZ

DEFENSE

AC 25, touch 6, flat-footed 21 (+4 Dex, +19 natural, –8 size)
hp 136 (16d8+64)
Fort +14, Ref +16, Will +9; -2 vs. fire, [fire] spells, and natural heat, +5 Fort vs. natural cold dangers, DC vs. natural cold is always 15.
Defensive Abilities half damage from cold

OFFENSE

Speed 20 ft., fly 80 ft. (perfect)
Melee 2 talons +16 (2d8+11/19–20 plus grab), bite +15 (4d6+11)
Space 25 ft.; Reach 20 ft.
Special Attacks breath weapon (60 ft. cone of wind, DC 19)

Spell-Like Abilities (CL 16th; concentration +17, save DC 11 + spell level)

1/daygaseous form (self only)

TACTICS

During Combat any tactics typically used by this creature or general guidelines for the creature’s preferences in combat.
Morale any morale notes.

STATISTICS

Str 32, Dex 19, Con 19, Int 2, Wis 14, Cha 13
Base Atk +12; CMB +31 (+35 grapple); CMD 45
Feats Ability Focus (breath weapon), Flyby Attack, Improved Critical (talons), Improved Initiative, Iron Will, Lightning ReflexesB, Skill Focus (Perception), Weapon Focus (talons), Vital Strike
Skills Fly +15, Perception +16; Racial Modifiers +5 Stealth (snowy conditions); -5 Stealth (non-snowy)
Languages Language, Language, Language; special communications
SQ air born,
Combat Gear gear used in combat; Other Gear gear not used in combat (or just Gear if no division)

SPECIAL ABILITIES

Air Born (Ex)

When in flight, an air-infused creature gains a +1 morale bonus on attack and damage rolls with ranged attacks.

Breath Weapon (Su)

Once every 1d4 rounds, an air-infused creature can breathe a 60 ft. long cone of wind that mimics a terrible windstorm. Every creature within this area that is not flying must succeed on an Acrobatics or Strength check (DC 21) or fall prone. A flying creature that fails is instead blown away from the air-infused creature, moving a distance equal to 5 feet per point by which it failed the check. If the creature encounters a large object (such as a wall) during this movement, it takes 1d6 points of damage per 5 feet the object prevented it from moving.

ECOLOGY

Environment ZZ
Organization ZZ {{solitary/pair/pack (3-8)/etc.}}
Treasure {{none/standard/double/incidental/NPC gear}} (list of typical gear, if any, with “other treasure” at the end of the list so the GM can round out the remainder of the creature’s treasure with coins or other appropriate items)

{{monster’s description goes here}}

Comments
Section 15: Copyright Notice
Advanced Bestiary. Copyright 2004, Green Ronin Publishing, LLC. Author: Matthew Sernett.

The Genius Guide To: Ice Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
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