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DromornisCreature 10


UncommonNLargeAnimal
Source Pathfinder #166: Despair on Danger Island
Perception +19 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +18, Athletics +22, Deception +14, Stealth +20
Str +6, Dex +6, Con +4, Int -4, Wis +3, Cha -2

AC 28; Fort +20; Reflex +21; Will +17;
HP 150
Speed 30 feet

Beak One Action +22 (+17, +12) to hit (reach 10) 2d12+10 Piercing
Talon One Action +20 (+16, +12) to hit (agile) 2d8+10 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Pack Ambush Reaction

Trigger Another dromornis within 10 feet Strides.


Effect The dromornis Strides up to half its Speed.

Pack Attack

Dromornises fight best while among their fellows. A dromornis deals 1d8 extra damage to any creature that's within reach of at least two of the dromornis's allies.

Rushing Attack Two Actions

The dromornis suddenly Strides and makes a Strike at the end of its movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed.

Trample Three Actions

Medium or smaller, talon, DC 26 basic reflex save


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Dromornises are large, flightless, carnivorous birds that travel in packs to ambush prey. Their short, stubby wings may give them a comical appearance, but anyone who's been on the receiving end of the beast's powerful beak finds the experience less than amusing. Dromornis use their beaks to easily tear flesh and sinew from prey's bones, quickly dispatching sizable mammals like deer, tapirs, and primates. Particularly hungry or aggressive dromornises have even been known to attack humanoids. The bird's strong legs sport sharp talons that, while secondary in combat to its beak, can nonetheless trample and shred smaller creatures like rodents and amphibians caught underfoot.

While a lone dromornis is dangerous enough, a pack of dromornises can take down a den of bears or village of humanoids. A dromornis pack typically consists of three or four adults and up to five juveniles, all of whom work in tandem to overpower larger prey. Packs lie in wait for something like an anaconda, boar, buffalo or, in cases of desperation, a dinosaur to emerge, then move as one for a surprise strike. Dromornises aren't particularly intelligent, but they have been known to use an ingenious (if hazardous) decoy tactic, luring in massive prey by putting one of their own fledglings at risk.

Dromornises most often live in tropical jungles far from the reaches of civilization, though they sometimes make their homes in mountainside caves or along rocky coastlines. While most onlookers would be hard-pressed to tell one dromornis from another, dromornises maintain tight familial structures based on pheromones and scent glands, so it's obvious when a straggler from another family is trying to encroach on a pack's den. Such disputes over breeding grounds are common; a particularly prized dromornis den might change hands several times in the course of a year. Fights between dromornis packs are chaotic and swift, marked with the sounds of terrifying screeches and sprays of blood.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.