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Nightmare RookCreature 20


UniqueCEGargantuanBeast
Source Pathfinder Kingmaker
Perception +38 (low-light vision)
Languages Aklo, Common, Sylvan
Skills Acrobatics +34, Athletics +38, Deception +35, Intimidation +35
Str +10, Dex +6, Con +6, Int +5, Wis +8, Cha +5

AC 46; Fort +34; Reflex +34; Will +38;
HP 380 (regeneration 20 (deactivated by cold iron or lawful)
Speed 20 feet (fly 80 feet)
Resistances Physical 20

Beak One Action +38 (+33, +28) to hit (reach 15) 4d12 + 18 Piercing
Talon One Action +38 (+34, +30) to hit (agile, reach 15) 4d8 + 18 Slashing
Wing One Action +38 (+34, +30) to hit (agile, reach 30) 4d8 + 18 Bludgeoning

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.

Regeneration 20 (Deactivated by Cold Iron or Lawful)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Buck Reaction

DC 42 reflex


Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.


Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Frightful Presence (aura, emotion, fear, mental)

60 feet Aura DC 39 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Wing Rebuff Reaction

Trigger A creature moves from beyond the reach of the roc's wing to within the reach of the roc's wing.


Effect The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action.

Flying Strafe Two Actions

The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty.

Snack

A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is Grabbed or Restrained in its talon.

Snatch

A roc can Fly at half Speed while it has a creature Grabbed or Restrained in either or both of its talons, carrying that creature along with it.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.

Improved Push 10 feet Free Action

The monster can use Push as a free action triggered by a hit with its initial attack.


Occult Innate Spells (DC 42, +34 to hit)

4th Level: Phantasmal Killer
6th Level: Phantasmal Calamity
9th Level: Weird
10th Level: Alter Reality


Legendarily massive raptors capable of carrying off elephants as prey, rocs are typically about 30 feet long from beak to tail and have a wingspan of 80 feet or more. While their beaks are hooked to rip flesh from bone, their hunting strategy involves grabbing their prey in their powerful talons and then dropping it from great heights before feeding. This method creates a massive amount of carrion, which guarantees that rocs are followed by flocks of opportunistic scavengers, such as ravens and buzzards, who find it easy to steal bits of the larger birds' meals. Rocs, for the most part, don't mind these creatures, which sometimes get gobbled up along with the rest of the roc's food.

Rocs usually nest among mountaintops and cliffs inaccessible to all but the bravest of terrestrial dwellers. They are long-range predators that hunt both land and sea in search for massive prey to sustain them and their young. Rocs are antisocial and lone hunters who compete with each other in fierce aerial battles to protect territory. But about once a decade, a mating couple pairs up to raise their chicks. Once the chicks are old enough to hunt on their own, the parents separate to once again engage in lone hunting.

Particularly skilled druids or rangers might capture and train a roc to serve as a flying mount or hunting companion, though examples of such an incredible feat of domestication are few and far between. The easiest way to rear a roc is to do so from the moment it hatches, since the chick imprints on the first creature it sees. Acquiring a roc egg is by no means an easy feat, though, and is often a death sentence for the would-be egg-snatcher.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.