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Songbird

A relic of the Age of Two


Kingdoms, Songbird was the
secret weapon of the kingdom of
Corinth. A behemoth of mithral
and magic, it was said that
Corinth’s greatest warrior was
grafted into the construct giving
this monstrosity the strength of a
god but the mind of a warrior.
Legend had chronicled the usage
of Songbird on the final days of
the war, it was said to have been
the one to rip out the wings of
Tribonian the Silver Great Wyrm
and behind the decapitation of
Tribonian’s son Belisarius.
However, the whereabouts of Songbird was later on lost to time, as with most of what
happened that brought about the fall of the two kingdoms. What is known in lore and
bardic song is that Songbird was regarded as the great protector of Corinth and that no
one without ill intention need fear the Songbird.

Huge Construct
HD 36d10 + 30
Inititative: +5
Speed: 20ft, Fly 50ft (average)
AC: 39 (-2 Size, +5 Dex, +20 Natural, +6 Haste, +3 Expeditious Dodge)
BAB/Grapple: +27/+49
Face/Reach: 10ft./10ft.
Attack: Slam +39 Melee (4d8+14) or Claw +39 Melee (2d10+14)
Full Attack: 4 Slams +39 Melee (4d8+14) or 2 Slams and 2 Claws +39 Melee
(2d10+14)
Saves: Fort +10, Ref +20, Will +10
Abilities: Str 38, Dex 20, Con -, Int 8, Wis 10, Cha 8
Special Attack: Improved Grab, Sonic Cry
Special Quality: Construct Traits, DR 50/+5, Alacrity, Magic Immunity
Skills: Balance +10, Intimidate +15, Bluff +10
Feat: Power Attack, Improved Bull Rush, Expeditious Dodge, Mobility, Cleave,
Great Cleave, Awesome Blow, Flyby Attack, Hover, Wing Expert, Improved Flyby
Attack, Winged Warrior

Magic Immunity (Ex): Songbird is immune to all magical and supernatural effects,
except as follows. A slow spell negates its alacrity for 1d4 rounds, while a haste spell
restores 1d6 hit points per level of the caster (maximum 10d6) or restores its alacrity,
if previously negated by a slow spell. Multiple slow spells simply extend the duration
of the effect.

Alacrity (Su): Once per round, Songbird may take an extra standard action
(either before or after its other actions in the round).

Improved Grab (Ex): To use this ability, the Songbird must hit a Medium or smaller
opponent with its slam attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple check, it establishes
a hold.

Sonic Cry (Su): Songbird can let loose a high pitched cry into a 50 ft radius around
itself. All creatures in the area are permanently deafened and stunned for 1d4. A
successful Fortitude save with a DC of 15 reduces the duration of the deafness to 5
rounds and stunning to 1 round.

Nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles,


flasks, jugs, windows, mirrors, and so forth that are at least 10 pounds or less are
smashed into dozens of pieces. Songbird can use this ability every 1d6 rounds.

Hover (Ft): When flying, Songbird can halt its forward motion and hover in place as
a move action. It can then fly in any direction, including straight down or straight up,
at half speed, regardless of its maneuverability. If Songbird begins its turn hovering, it
can hover in place for the turn and take a full-round action. Songbird cannot make
wing attacks, but it can attack with all other limbs and appendages it could use in a
full attack. If Songbird hovers within 20 feet of the ground in an area with lots of
loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60
feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and
other small, open flames of non-magical origin. Clear vision within the cloud is
limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At
25 feet or more, creatures have total concealment (50% miss chance, and opponents
cannot use sight to locate the creature).Those caught in the cloud must succeed on a
Concentration check (DC 10 + 1/2 creature's HD) to cast a spell.

Wing Expert (Ft):

Wing Buffet: To use this maneuver, Songbird must charge an opponent. On the round
after the charge, it can flutter its wings in a distracting manner while making a melee
attack or attacks against the same opponent it charged. If that opponent fails a DC 20
Reflex save, Songbird gains a +2 bonus on its turn on its melee attack rolls against the
distracted opponent. Songbird cannot make a wing buffet again until after it makes
another charge.

Wing Defense: To use this maneuver, Songbird must have taken the total defense action.
On the round after doing so, if it does not use its wings to fly, it can flutter your wings in
such a way as to gain concealment for the round.

Wing Fan: To use this maneuver, Songbird must have used at least one move action in
the previous round to fly or glide at least 30 feet. As a full-round action in the next
round, Songbird can use your wings to produce an effect identical to a gust of wind
spell with a range of 30 feet.

Winged Warrior (Ft):

Dustup: To use this maneuver, Songbird must be standing in, or flying no more than 10
feet above, an area with a lot of loose debris. If it flaps its wings hard as a move action,
the draft creates a hemispherical cloud with a radius of 20 feet. Clear vision within the
cloud is limited to 10 feet. Creatures 11 to 20 feet away have concealment. At over 20
feet, creatures have total concealment. Those caught in the cloud must succeed on a
Concentration check (DC 10 + 1/2 your character level) to cast a spell.

Flying Leap: To use this maneuver, Songbird must move a distance greater than its base
land speed during the round. If it does so, it gains a +4 bonus on Jump, Balance, and
Climb checks because its wings give Songbird lift and stabilizes it.

Shroud of Feathers: To use this maneuver, Songbird must spend a move action to pull
its wings around its body. Songbird cannot be flying during this maneuver. It can then
attempt to feint in combat as part of its attack, suddenly spreading its wings to reveal its
weapon just as it's about to land a blow. The shroud of feathers maneuver works on a
given foe only once per combat.
Awesome Blow (Ft): As a standard action, Songbird chooses to subtract 4 from its
melee attack roll and deliver an awesome blow. If Songbird hits a corporeal opponent
smaller than itself with an awesome blow, its opponent must succeed on a Reflex save
(DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking
creature's choice and fall prone. The attacking creature can only push the opponent in a
straight line, and the opponent can't move closer to the attacking creature than the
square it started in. If an obstacle prevents the completion of the opponent's move, the
opponent and the obstacle each take 1d6 points of damage, and the opponent stops in
the space adjacent to the obstacle.

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