Peryton (CR 4)

This creature has the head, neck, forelegs and antlers of a stag, combined with the plumage, wings and hindquarters of a large bird.

CR 3: Peryton
    Hunter
    CE Large magical beast
    Background Hunter
    Init +3; Senses Perception (Wis) +8 (Expert +3, 3 ranks)    
Defense
    hp 60 (3d10+30)
    DV 15, touch 15, flat-footed 12 (+3 defense, +3 Dex, -1 size)
    Fort +7, Ref +6, Will +3    
    DR 6/armor (+3 natural [+3 inherent]), 3/magic                    
Offense
    Speed 50 ft., fly 80 ft. (good)
    Space 10 ft.; Reach 10 ft.
    Base Atk +3; CMB +11; CMD 21
    Melee gore +10 (2d4+10/18-20 [26/18]), 2 hooves +10 (1d6+10 [22/16])
    Melee gore +9 (2d4+13/18-20 [29/21]), 2 hooves +9 (1d6+13 [25/19]); power attack    
    Special Attacks horrific critical (DC 14), shadow mark (DC 14)            
Statistics
    Abilities Str 18, Dex 16, Con 18, Int 11, Wis 14, Cha 13
    Feats Ability Focus (horrific critical), Big Game Hunterb, Flyby Attackb, Hoverb, Improved Natural Armor, Multiweapon Fightingb, Toughness, Vital Strikeb, Weapon Focus (naturalb), Wingoverb
    Racial Feats Ability Focus (shadow mark)
    Leadership Perks ()
    Skills
Acrobatics (Dex) +6 (0 ACP, Expert +3)
Appraise (Int) +0 (Novice +0)
Artistry (Int) +0 (Novice +0)
Autohypnosis* (Wis) — (Novice +0)
Bluff (Cha) +1 (Novice +0)
Climb (Str) +5 (0 ACP, Skilled +1)
Craft () (Int) +0 (Novice +0)
Diplomacy (Cha) +1 (Novice +0)
Disable Device* (Dex) — (0 ACP, Novice +0)
Disguise (Cha) +1 (Novice +0)
Escape Artist (Dex) +3 (0 ACP, Novice +0)
Fly (Dex) +8 (0 ACP, Expert +3, 3 ranks, -1 size)
Handle Animal* (Cha) +4 (Novice +0, 3 ranks)
Heal (Wis) +2 (Novice +0)
Intimidate (Cha or Str) +7 (Expert +3)
Knowledge* () (Int) — (Novice +0)
Linguistics* (Int) +3 (Novice +0, 3 ranks)
Lore* (Int) — (Novice +0)
Perform () (Cha) +1 (Novice +0)
Profession* () (Wis) — (Novice +0)
Ride (Dex) +3 (0 ACP, Novice +0)
Sense Motive (Wis) +2 (Skilled +0)
Sleight of Hand* (Dex) — (0 ACP, Novice +0)
Spellcraft* (Int) — (Novice +0)
Stealth (Dex) +7 (0 ACP, Expert +3, 3 ranks, -2 size)
Survival (Wis) +5 (Expert +3)
Swim (Str) +4 (0 ACP, Novice +0)
Truespeak* (Int) — (Novice +0)
Use Magic Device* (Cha) — (Novice +0)
    Languages 1 language.    
    Possessions None.    
    Horrific Critical (Ex) If a peryton kills a humanoid foe with a critical hit, it can tear out the victim’s heart with its wolf-like teeth as a free action. Any creature that witnesses this savage event must make a DC 15 Fortitude save or be shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.
    Shadow Mark (Su) As a free action, a peryton can make a ranged touch attack by flying over a humanoid target—the maximum range of this attack is 300 feet. If the peryton hits, its shadow transforms to match the shadow of the creature struck. Once a peryton has established this link, it gains a +2 morale bonus on attack rolls and damage rolls made against that target, and every time the peryton hits that target with an attack, the creature must make a DC 15 Will save or become frightened for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.

Racial Traits


Standard Traits

  • CR: 3 (78 CP)
  • Hit Dice: d10 (1 CP)
  • Alignment: CE
  • Type: Perytons are magical beasts with the canine subtype.
  • Size: Perytons are Large creatures, and thus gain +2 Strength, -2 Dexterity, +1 Constitution, -1 size bonus to attack rolls, +1 size penalty to CMB and CMD, -1 size bonus to DV, -2 size bonus to Fly, -2 size bonus to Stealth, have a space of 10 ft., a reach of 10 ft., and a speed of 40 ft. (2 CP)
  • Speed: Perytons have a base speed of 50 ft., and a fly speed of 80 ft. (good). (8 CP)
  • Ability Score Adjustment: +4 Dexterity, +4 Constitution, +4 Intelligence, +3 Wisdom, +6 Charisma. (42 CP)

Defense Racial Traits

  • Damage Reduction: Perytons have DR/magic equal to their total Hit Dice. (2 CP)
  • Four-Legged: Perytons have four legs, granting a +4 bonus to CMD against trip maneuvers, and increasing its base speed by 10 feet (already calculated in the dog's speed above). (8 CP)
  • Natural Armor: Perytons have a natural armor bonus equal to their total Hit Dice. (2 CP)
  • Saving Throws: Perytons have fast Fortitude and Reflex saving throws. (2 CP)

Feat and Skill Racial Traits

  • Bonus Feats: Perytons gain Flyby Attack, Hover, Multiweapon Fighting, Vital Strike, Weapon Focus (natural), and Wingover as bonus feats. (10 CP)
  • Class Skills: Perytons have the following as class skills: Acrobatics, Climb, Fly, Intimidate, Perception, Sense Motive, Stealth, and Survival. (4 CP)
  • Skill Ranks: Perytons gain 2 + Intelligence modifier skill ranks per Hit Die. (0 CP)

Magical Racial Traits

  • Shadow Mark (Su): As a free action, a peryton can make a ranged touch attack by flying over a humanoid target—the maximum range of this attack is 300 feet. If the peryton hits, its shadow transforms to match the shadow of the creature struck. Once a peryton has established this link, it gains a +2 morale bonus on attack rolls and damage rolls made against that target, and every time the peryton hits that target with an attack, the creature must make a Will save or become frightened for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based. (4 CP)

Offense Racial Traits

  • Base Attack Bonus: Perytons have fast base attack bonus progression. (1 CP)
  • Gore: Perytons have a gore natural attack that deals 2d4 points of damage, and threatens a critical hit on an 18-20. At 7th Hit Dice, and every 7 HD after, the bite's damage increases by 1 size. (14 CP)
  • Hooves: Perytons have 2 hoof natural attacks that deal 1d6 points of damage. At 7th Hit Die, and every 7 HD after, their damage increases by 1 size. (4 CP)
  • Horrific Critical (Ex): If a peryton kills a humanoid foe with a critical hit, it can tear out the victim’s heart with its wolf-like teeth as a free action. Any creature that witnesses this savage event must make a Fortitude save or be shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based. (4 CP)

Senses Racial Traits

  • Darkvision: Perytons can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. (2 CP)
  • Low-Light Vision: Perytons can see twice as far as humans in conditions of dim light. At 7th Hit Die, they can see three times as far, four times as far at 14th HD, and so on every 7 HD after. (1 CP)

Other Racial Traits

  • Armless: Perytons have no arms, and cannot hold items or wield weapons without any special abilities. (-10 CP)
  • Gearless: Perytons do not possess equipment. (-20 CP)
  • Wings: Perytons have a pair of wings. They take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, they can move up to 5 feet in any horizontal direction for every 1 foot it falls, at a speed of 60 feet per round. If subjected to a strong wind or any other effect that causes a creature with wings to rise, they can take advantage of the updraft to increase the distance they can glide. (2 CP)
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