Library / Bestiary

Dire Corby

CR 1.00 Monstrous Humanoid NE Medium HD 2
This creature looks like a humanoid crow with oily black feathers, glittering eyes, and a sharp beak.

Dire corbies are subterranean predators that resemble humanoid crows with muscular arms and fearsome claws. Though they make their cliff-side homes on the walls of underground chasms, where they climb and leap with death-defying agility, they are most frequently encountered in the tunnels where they wait to ambush prey, leaping down from the ceiling to rend and tear.

Dire corbies are intelligent, but have little use for society outside of the rough, squabbling pecking order of their rookeries, where their social order is little better than that of the mundane birds they resemble. Along with the near-suicidal savagery with which they launch themselves into combat, dire corbies are known for their terrifying screeches, songs of doom capable of unsettling even experienced explorers.

In addition to being savage predators, dire corbies are also notorious cannibals when it comes to their young, and a mother dire corby must carefully defend her eggs lest a flock of males from the same rookery descend on her nest and devour the unborn children in a flurry of yolk and blood. This ultimately counterproductive tendency only further supports the impression most races have of dire corbies as dangerously unbalanced beings, and may explain why the creatures remain relatively rare.

A typical dire corby stands 5 feet tall and weighs between 125 and 150 pounds.

These powerful dire corbies are the offspring of dire corbies and harpies. They have the advanced template and gain the following special attack.

HP
15 (2d10+4)
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
Init
+1
Speed
30 ft., climb 30 ft.
Fort
+2
Ref
+4
Will
+3
BAB
+2
CMB
+3
CMD
14
Melee
2 claws +3 (1d4+1)
Defensive Abilities
ferocity
Racial Modifiers
+8 Acrobatics, +2 Perception
str
13
+1
dex
12
+1
con
15
+2
int
7
-2
wis
10
+0
cha
8
-1

Weapons: Simple

Leap — A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it succeeds at this Acrobatics check, it can make a full attack (two claw attacks, plus a rend attack if both claws hit) against foes in reach. If it fails, it can still make its one attack as normal for a charge.

rend (2 claws, 1d4+1)

Universal Monster Rules

Ferocity Ex from Universal Monster Rule
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.
Rend (2 claws, 1d4+1) Ex from Universal Monster Rule
If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature's Strength bonus.

Special Abilities

Leap from text
A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it succeeds at this Acrobatics check, it can make a full attack (two claw attacks, plus a rend attack if both claws hit) against foes in reach. If it fails, it can still make its one attack as normal for a charge.

Feats, Traits & Items

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Skill Focus (Stealth) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Acrobatics +10, Climb +13, Perception +6, Stealth +8

Details
Type
Monstrous Humanoid
Alignment
NE
Size
Medium
Environment
any underground
Organization
gang (2-5), hunting flock (1-3 dread corbies and 5-10 dire corbies), or rookery (1-10 dread corbies and 10-50 dire corbies plus 1 barbarian or fighter of 3rd-5th level per 10 adults)
Treasure
standard
Senses
darkvision 60 ft.; Perception +6
Languages
Undercommon
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
2 House/Core
  • Uses feat: Blind-Fight (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
View references and cross-links for Dire Corby

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