Witchcrow, Greater

Witchcrow, Greater (CR 3)
Small magical beast
Init 13; Senses darkvision, detect magic; Notice 19
Defense
AC 15, flat-footed 11
(+3 Dex, +1 dodge, +1 size)
HP 32 (5d10+5)
Fort +5, Ref +7, Will +4
Resist cold 5
Offense
Speed 20 ft., fly 60 ft.
Melee 2 talons +7 (1d6+1)
Special Attacks witchery [DC 15] (cackle, evil eye hex [–2, 6 rounds], misfortune hex [1 round])
Spell-Like Abilities (CL 5th; caster check +8; Int)
Constant—detect magic, speak with animals (birds only)
3/day—perceive cues, vanish, ventriloquism (Wd-DC 14)
1/day—ill omen, mirror image
Statistics
Str 12, Dex 17, Con 12, Int 17, Wis 16, Cha 13
Base Atk +5; CMB +5; CMD 19
Combat Maneuvers +2 steal
Feats Dodge, Flyby Attack, Improved Steal
Skills Acrobatics +11, Knowledge (arcana) +8, Perception +11, Sleight of Hand +8, Stealth +15
Languages Abyssal, Aklo, Auran, Common; animalspeech (birds)
SQ apportation
Ecology
Environment arctic, forest, plains
Organization solitary, pair, covey (3–12), or murder (13–30)
Treasure Value 800 gp
Special Abilities
Apportation (Su) In large enough groupings (such as a murder), greater witchcrows can perform a cooperative form of magic once per day to open a glowing ring in one place leading to somewhere else on the planet. This always entails a raucous aerial ritual, usually centered on those that wish to make use of this ability. The ritual functions like a teleportation circle (CL 17th), except it requires 1 minute of uninterrupted casting time, the circle doesn’t need to be placed on a horizontal surface, and it is not invisible or hard to detect. After coming into existence, the edges of the circle glow and the effect stays in place for 1 minute.

Most witchcrows loathe using this power, but some offer it as a service to those in need of quick travel, demanding a high price for such assistance—usually something in the bargainer’s possession that is cherished, extremely valuable, and almost always magical.
Witchery (Su) A greater witchcrow uses hexes as a 5th-level witch. Invariably, these abilities include the cackle, evil eye, and misfortune hexes, and require a successful DC 15 Will save to negate or resist. Witchcrow cackling proves especially unnerving as it sounds like extremely mocking cawing.

The dreaded witchcrow, renowned as a harbinger of ill deeds and misfortune, preys on the weak and spies on the unwary. Clever, manipulative, and avaricious in the extreme, these foul birds have no conscience and know no fear. Witchcrows strive to steal not only victims’ most cherished possessions, but their hopes and dreams as well. They delight in bringing anguish, sowing doubt even as they feign friendly advice designed to tear down alliances, dupe the gullible, and compromise the virtuous. Despite their deceptive nature, witchcrows can also hold valuable information—or come by such if paid to retrieve it. Witchcrows value arcane magic above all else, not simply as practitioners—the birds certainly have their own innate talent for witchcraft—but also as collectors. In exchange for their services or valuable information, witchcrows trade for scrolls, potions, and other lesser magic items. Even if such items go unoffered, an intense covetous streak drives witchcrows to pilfer these things if they sense them among a bargainer’s possessions. Often, they single out spellcasters as targets for thievery, closing on casters from a distance with their vanish ability and executing flyby attacks to snatch away any baubles they desire. They carry such loot back to their nests to proudly share stories of their daring raids under the preening adulation of their peers. Prolonged spellcasting (casting spells with a casting time greater than 1 round) often attracts witchcrows in the area. They stalk spellcasters in groups, watching for opportunities to steal from them.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.