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Solar IbisCreature 7


NGMediumBeast
Source Pathfinder Lost Omens: The Mwangi Expanse
Perception +17 (darkvision, low-light vision)
Languages Mwangi, Sylvan, (can't Speak Any Language)
Skills Acrobatics +18, Athletics +14
Str +4, Dex +6, Con +2, Int +0, Wis +3, Cha +3

AC 25; Fort +12; Reflex +17; Will +15;
HP 45
Speed 10 feet (fly 60 feet)

Beak One Action +18 (+13, +8) to hit 2d10+11 Piercing
Talon One Action +18 (+14, +10) to hit (agile) 2d8+9 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.

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Blinding Halo (arcane, aura, light)

30 feet Aura


The solar ibis's halo sheds bright light. Creatures that start their turn in the aura must succeed at a DC 22 fortitude save or be Dazzled for 1 minute. A creature that critically fails its save is instead Blinded for 1 minute.

Creatures who successfully save are temporarily immune to this effect for 24 hours.

The solar ibis can extinguish or resume the halo's light as a single action, which has the concentrate trait.

Evasion

When a solar ibis succeeds at a Reflex save, it gets a critical success instead.

Ibis Dive Two Actions

The solar ibis Flies up to double its fly Speed in a straight line, descends at least 10 feet, and then makes a talon Strike.

Light Shatter Two Actions (fire, good, arcane, evocation, light)

The solar ibis detonates its halo, sending shards of burning light in all directions that deal 6d8 fire damage to all creatures in a 20-foot emanation (DC 22 basic reflex save). The shards deal an extra 6d8 good damage against fiends and undead.

The solar ibis cant use Light Shatter again for 1d4 #rounds] rounds, and its Blinding Halo is extinguished during this time. The halo is restored automatically once the 1d4 rounds have passed.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Solar ibis are beings of light sometimes called sun birds, or "winged luminaries" by the more scholarly inclined. They're tasked with guarding sacred places or items, although they sometimes also protect the living from places of incredible danger. Their appearance is always preceded by numerous small purple-winged birds with a splash of yellow on their crowns; these are avatars of the ibis that nest and congregate in areas it protects. The presence of these avatars is often the only way to track these reclusive and solitary creatures. Should the solar ibis choose to appear, these little birds scatter like wild fowl. The sun bird then manifests and bathes the area in a brilliant shower of light that can blind and startle unwary and unprepared creatures in its presence.

The solar ibis appears as a magnificent, large bird surrounded by a halo of brilliant light. Its black feathers shimmer with all the colors of the spectrum, casting glossy rainbows across its plumage. It has a keen sense of insight, which it uses to pass judgment as a whole on whether those before it are worthy to access what it guards. It punishes those it finds unworthy with its cleansing might.

Though considered sacred by most within the Mwangi Expanse, there are still some who hunt these glorious creatures; some seek the treasures that the ibis keep, while others seek the ibis themselves, dead or alive. Some believe that the feathers of a solar ibis, when burned, create an incense that can grant holy power to those that inhale it. Others believe that its bones and feet can be ground into a powder that can destroy demons and purify the undead.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.