Garuda
Description
Garudas are noble, birdlike creatures that inhabit rugged hills. While they remain detached from humanoid societies, they are impetuous and gallant, often serving as protectors of nearby communities.
Most garudas stand around 6 feet tall with a wingspan of 15 feet and weigh approximately 150 pounds.
Combat Stats
- Melee
- bite +16 (1d6+3), 2 claws +16 (1d4+3), 2 talons +16 (1d4+3), 2 wings +11 (1d4+1)
- Ranged
- +1 shock longbow +17/+12/+7 (1d8+4/×3 plus 1d6 electricity)
- DR
- 10/evil or magic
- SR
- 21
- Racial Modifiers
- +4 Intimidate, +4 Perception, +4 Sense Motive
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
Hatred — Garudas receive a +1 racial bonus on attack and damage rolls against nagas and other serpentine monsters of the aberration type.
Swooping Pounce — When a garuda makes a diving aerial charge, it can make a full attack with its natural weapons.
Talon or Wing — A garuda cannot use its wing attacks while flying, and cannot use its talon attacks while not flying.
Feats
Special Abilities
Special Abilities
Feats, Traits & Items
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Skills
Acrobatics +19, Fly +23, Intimidate +21, Perception +20, Sense Motive +20, Spellcraft +13, Stealth +19, Survival +13
Spells
- Type
- Outsider
- Alignment
- CG
- Size
- Medium
- Environment
- tropical hills and mountains
- Organization
- solitary, pair, or aerie (3-6)
- Treasure
- double (+1 shock composite longbow [+3 Str], other treasure)
- Senses
- darkvision 60 ft., low-light vision; Perception +20
- Languages
- Common, Garuda
- Source
- Bestiary 3