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Western Raven

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"Whenever you see those green dots a comin', you run, sonny.  You run." ~ Crazy old man

Western Raven
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +4
Speed: 15 ft. (3 squares) fly 50 ft. (average)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +0/-5
Attack: Claws +5 (1d4-1 plus poison)
Full Attack: Claws +5 (1d4-1 plus poison)
Space/Reach: 5ft./5ft.
Special Attacks: Poison
Special Qualities: Low-light vision
Saves: Fort +3 Ref +6 Will +3
Abilities: Str 8, Dex 18, Con 12, Int 2, Wis 16, Cha 7
Skills: Hide +9, Listen +4, Move Silently +5, Spot +4
Feats: Flyby Attack, Weapon Finesse
Environment: Temperate plains
Organization: Solitary, pair, or flock (3-50)
Challenge Rating: 1
Treasure: -
Alignment: Always neutral
Advancement: -
Level Adjustment: -
 
This creature is about the size of a gnome or hafling.  It looks almost identical to a raven, except for the small pouches of poison that reside on the back of their talons.  The pouches glow green in the night.
 
Western Ravens are larger, more dangerous forms of their similarly named cousins.  They are feared by most people, as they are known to hunt smaller children. halfling, and gnomes.  They almost never eat carrion, except when there is no other prey available. 
 
The Western Raven's poison is kept in a small pouch directly behind each of the bird's talons, and the soft green glow of the pouches in the dark create a eerie warning to travellers of the night.
 
Combat
They reside in lone trees or bushes, keeping almost perfectly still, waiting for prey, although it is not uncommon to see flocks of these birds flying around the plains, looking for prey.  They use hit and run tactics, diving in from above, tearing the prey with their talons (and injecting them with poison), and fly back up out of reach.
 
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 con.
 
Skills:  Western Ravens gain a +4 to hide checks during the night.

By John Kirk