I hope you enjoy the opportunistic griffons. See you next week with something else!
This delicate creature
features the head, body, and tail of a mouse, and the wings, talons, and beak
of a sparrow. Its gray patterning helps it blend into its surroundings.
Sparrouse CR 1/4
XP 100
N Diminutive magical beast
Init +2; Senses darkvision 60 ft., low-light
vision, scent; Perception +5
DEFENSE
AC 16, touch 16,
flat-footed 14 (+2 Dex, +4 size)
hp 3 (1d10–2)
Fort +0, Ref +4, Will +1
OFFENSE
Speed 15 ft.,
climb 15 ft., fly 40 ft. (good)
Melee talon +7
(1d3–5)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 14, Con 6, Int 2, Wis 13, Cha 7
Base Atk +1; CMB –1 (+1 steal); CMD 4 (6 vs. steal, 8 vs. trip)
Feats Improved
Steal[APG, B], Weapon Finesse
Skills Climb +10,
Fly +12, Perception +5
SQ darting
scurry, invitational call
ECOLOGY
Environment any
temperate land
Organization
solitary, pair, nest (3–12), or horde (13–80)
Treasure none
SPECIAL ABILITIES
Darting Scurry (Ex)
A sparrouse can run up to 5 times its base speed. Until the end of its turn, it
gains a +2 circumstance bonus to its AC. Once it uses this ability, it must
wait 1d4+1 round before using it again.
Invitational Call
(Ex) Once per hour as a free action, a sparrouse alerts other sparrouses to
the presence of food. This has a 50% chance of calling 2d4 sparrouses to the area;
on a result of 00, the number increases to 10d4. The sparrouses arrive in waves
of 4 per round starting 1d4 rounds after the sparrouse calls them and ending
when all sparrouses have arrived.
Sparrouses are shy creatures who furtively grab discarded
food. They are omnivorous and can hunt insects on their own, but they prefer
the leavings of inhabitants in civilized areas. On rare occasions, sparrouses
work up the courage to snatch food directly from their targets.
Spellcasters of any alignment with the Improved Familiar
feat can gain a sparrouse as a familiar at 3rd level.
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This amalgam of pigeon
and rat has the head, body, and tail belonging to a rat, and the wings, talons,
and beak belonging to a pigeon.
Pidgerat CR 1/2
XP 200
N Tiny magical beast
Init +2; Senses darkvision 60 ft., low-light
vision, scent; Perception +5
DEFENSE
AC 14, touch 14,
flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d10)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 20 ft.,
climb 15 ft., fly 40 ft. (average), swim 20 ft.
Melee 2 talons +5
(1d3-4)
Space 2–1/2
ft.; Reach 0 ft.
Special Attacks
blinding strike
STATISTICS
Str 2, Dex 15, Con 10, Int 3, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Flyby
Attack, Weapon Finesse[B]
Skills Climb +10,
Fly +6, Perception +5, Swim +10
SQ homing,
invitational call
ECOLOGY
Environment any
temperate land
Organization
solitary, pair, nest (3–12), or kit (13–100)
Treasure none
SPECIAL ABILITIES
Blinding Strike (Ex)
If a pidgerat using the Flyby Attack feat makes a successful critical hit with
its talon, as a swift action it can attempt a dirty trick maneuver to blind the
target. This maneuver does not incur an attack of opportunity from the target.
Homing (Ex) If a
pidgerat spends 1 hour in a specific location, it knows the most direct route
to that location, as if it were the recipient of a find the path spell.
Invitational Call
(Ex) Once per hour as a free action, a pidgerat alerts other pidgerats to
the presence of food. This has a 50% chance of calling 2d4 pidgerats to the area;
on a result of 00, the number increases to 10d4. The pidgerats arrive in waves
of 4 per round starting 1d4 rounds after the pidgerat calls them and ending
when all sparrouses have arrived.
Pidgerats are the most numerous of the opportunistic
griffons. They also happen to be the least shy about humanoids and can be found
weaving among them in various settlements. Many people view them as pests, and several
settlements have begun programs to eradicate the creatures. However, some folk
have realized the possibilities of training pidgerats, especially with their uncanny
ability to find locations they have roosted in.
Spellcasters of any alignment with the Improved Familiar
feat can gain a pidgerat as a familiar at 5th level.
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This bizarre creature
has the talons, beak, and greasy wings found on a vulture combined with the scruffy-furred
body, thin tail, and beady eyes found on a possum.
Vulpossum CR 1
XP 400
N Small magical beast
Init +1; Senses darkvision 60 ft., disease scent,
low-light vision, scent; Perception +9
DEFENSE
AC 13, touch 12,
flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +4, Will +2; +4 vs. disease
OFFENSE
Speed 30 ft.,
climb 20 ft., fly 40 ft. (average)
Melee bite +3
(1d4 plus disease), 2 talons +3 (1d3)
Special Attacks
disease
STATISTICS
Str 10, Dex 13, Con 14, Int 3, Wis 15, Cha 2
Base Atk +2; CMB
+1; CMD 12 (16 vs. trip)
Feats Skill Focus
(Perception)
Skills Climb +8,
Fly +7, Perception +9
SQ feign death, invitational
call
ECOLOGY
Environment any
temperate or warm land
Organization
solitary, pair, or passel (3–12)
Treasure none
SPECIAL ABILITIES
Disease (Ex) Filth fever: Bite—injury; save Fort DC 13; onset 1d3 days; frequency
1/day; effect 1d3 Dex damage and 1d3
Con damage; cure 2 consecutive saves.
The save DC is Constitution-based.
Disease Scent (Ex)
A vulpossum can sense whether a creature within 30 feet is diseased or can
inflict disease with an attack.
Feign Death (Ex)
A vulpossum that takes damage can pretend that it is dead as an immediate
action. It has a +12 racial bonus on Bluff checks to fool observers.
Invitational Call
(Ex) Once per hour as a free action, a vulpossum alerts other vulpossums to
the presence of food. This has a 50% chance of calling 1d4 vulpossums to the area;
on a result of 00, the number increases to 2d4. The vulpossums arrive in waves
of 2 per round starting 1d4 rounds after the vulpossum calls them and ending
when all sparrouses have arrived.
Vulpossums can eat just about anything and often resort to tearing
corpses apart or digging through trash to feed themselves. While the creatures
provide a valuable service by removing corpses that might reanimate, either of
their own volition or through foul magic, their bites carry disease. Volpossums
alternate between aggression, where they hiss and threaten those who come near their
meals or lairs, and nervousness, culminating in pretending to die when they are
harmed.
Similarly to terrestrial opossums, vulpossums carry their
young, even when they take flight. They often lose some of their offspring that
can’t successfully cling to their parents and haven’t developed the ability to
fly.
Spellcasters of any alignment with the Improved Familiar
feat can gain a vulpossum as a familiar at 5th level.
--------------------
This dark-furred,
dark-winged creature combines the wings, talons, and beak of a massive crow with
the body, head, and striped tail of an equally massive raccoon.
Craccoon CR 2
XP 600
N Small magical beast
Init +6; Senses darkvision 60 ft., low-light
vision, scent; Perception +10
DEFENSE
AC 15, touch 13,
flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +3
OFFENSE
Speed 30 ft.,
climb 20 ft., fly 50 ft. (average)
Melee bite +4
(1d6), 2 talons +4 (1d4)
Special Attacks ring
grabber, surprise steal
STATISTICS
Str 10, Dex 15, Con 12, Int 5, Wis 14, Cha 9
Base Atk +3; CMB +2 (+4 steal); CMD 14 (16 vs. steal, 18 vs. trip)
Feats Improved
Initiative, Improved Steal[APG, B], Weapon Finesse
Skills Climb +8, Disable
Device +8, Fly +4, Perception +10, Sleight of Hand +10, Stealth +10; Racial Modifiers +4 Disable Device, +4
Perception, +4 Sleight of Hand, +4 Stealth
SQ canny thief,
incredible grip, invitational call
ECOLOGY
Environment any
temperate land
Organization
solitary, pair, larceny (3–12), or grand theft (13–50)
Treasure none
SPECIAL ABILITIES
Canny Thief (Ex)
Sleight of Hand is a class skill for a craccoon. It has a +4 racial bonus on
Sleight of Hand checks.
Incredible Grip (Ex)
A craccoon gains a +8 bonus to CMD against steal combat maneuvers for items
held in its talons. For an item in its talons, the DC to take the item using
Sleight of Hand increases by 8.
Invitational Call
(Ex) Once per hour as a free action, a craccoon alerts other craccoons to
the presence of food. This has a 50% chance of calling 1d4 craccoons to the area;
on a result of 00, the number increases to 2d4. The craccoons arrive in waves
of 2 per round starting 1d4 rounds after the craccoon calls them and ending
when all sparrouses have arrived.
Ring Grabber (Ex)
If a ring is worn but not otherwise attached to a target, a craccoon can
attempt a steal combat maneuver to take the ring, which is treated as an item
fastened to the target (granting a +5 bonus to its CMD).
Surprise Steal (Ex)
If a craccoon makes a critical hit against a target, it can attempt a steal
combat maneuver against that target as a swift action.
Craccoons are the most intelligent of the opportunistic griffons,
melding the inquisitiveness and cleverness of both crows and raccoons. They use
their talents to take eggs, fresh food, or trash from those with whom they
share space. Craccoons are inherently attracted to shiny baubles and brazenly
attack targets wearing or carrying gems or jewels. Once they have acquired
desired objects, they refuse to loosen their death grips on their prizes and
often attempt to escape to nearby nests set within sturdy branches. Nests
belonging to long-lived craccoons are veritable treasure troves.
Spellcasters of any alignment with the Improved Familiar
feat can gain a craccoon as a familiar at 7th level.
--------------------
The white wings of a seagull
contrast with the midnight-black fur of a sarcophilus. The creature also has
the talons and beak common to seagulls as well as the long tail common to the
sarcophilus.
Gulldevil CR 3
XP 800
N Small magical beast
Init +1; Senses darkvision 60 ft., low-light
vision, scent; Perception +14
DEFENSE
AC 16, touch 12,
flat-footed 15 (+1 Dex, +4 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +3
Defensive Abilities
ferocity
OFFENSE
Speed 40 ft., fly
50 ft. (average)
Melee bite +6
(1d8+1), talon +7 (1d6+1/×3)
Special Attacks
bleeding scratches, blood rage, desperate battler, rend (2 talons, 1d6+1)
STATISTICS
Str 13, Dex 12, Con 15, Int 2, Wis 14, Cha 5
Base Atk +4; CMB +4; CMD 15 (19 vs. trip)
Feats Dazzling
Display, Weapon Focus (talon)
Skills Fly +7,
Perception +14
ECOLOGY
Environment any
temperate or warm land
Organization
solitary, pair, or devastation (3–8)
Treasure none
SPECIAL ABILITIES
Bleeding Scratches
(Ex) If a gulldevil makes a critical hit against a target, it inflicts 1d4
points of bleed damage in addition to triple damage from the critical hit.
Desperate Battler
(Ex) When a gulldevil is reduced to 0 hit points or fewer, it gains a +2
morale bonus on attack and damage rolls. If it is subsequently restored to
positive hit points, it loses the morale bonus at the end of its turn.
Gulldevils are vicious creatures capable of eating any
organic material, including decomposing remains. However, they greatly prefer flesh
from living creatures and fiercely attack anything that moves when they are
hungry. If they are merely protecting their territories or meals, they make a intimidating
display of their gore-caked talons along with an unnerving screech.
Gulldevils are unfit companions for most, as they can barely
tolerate each other. Particularly evil, minute fey have learned magic to charm gulldevils,
though, and use the creatures as mounts.