WINGWYRDS
Wingwyrds are descendants of normal gargoyles that have been
touched by the Silver Flame. They serve and protect temples of
the Silver Flame, occasionally acting as messengers between
them.
Wingwyrds require no food, water, or air. They spend their time
waxing philosophic and reflecting on the Silver Flame. They
are social creatures but understand that duty comes before
personal pleasure.
Wingwyrds make excellent emissaries of the Church of the Silver
Flame and stalwart companions for clerics and paladins of similar
faith.
Wingwyrds rarely fight except to defend their temples. They
attack wisely, taking out weak targets first before ganging up
on stronger ones. A wingwyrd gives up some of the gargoyle's
damage reduction for spell resistance.
WINGWYRD RACIAL TRAITS
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+4 Strength, +4 Dexterity, +6 Constitution, +2 Wisdom.
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Medium size.
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A wingwyrd's base land speed is 40 feet. It also has a fly speed
of 60 feet (average).
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Darkvision out to 60 feet.
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Racial Hit Dice: A wingwyrd begins with three levels of monstrous
humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3,
and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
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Racial Skills: A wingwyrd's monstrous humanoid levels give it
skill points equal to 6 × (2 + Int modifier). Its class
skills are Hide, Listen, and Spot. A wingwyrd has a +2 racial
bonus on Hide, Listen, and Spot checks, and an additional +8
bonus on Hide checks when concealed against Flamic stone
architecture (common in Thrane cities and temples).
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Racial Feats: A wingwyrd's monstrous humanoid levels give it
two feats.
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Natural Weapons: 2 claws (1d4), wing slam (1d6), gore (1d6).
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+4 natural armor bonus.
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Fiend Strike (Su): A wingwyrd's natural weapons deal an extra
1d6 points of damage to evil outsiders.
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Death Burst (Su): When a wingwyrd is reduced to -10 hit points,
it releases a burst of silvery flame that consumes its remains
and deals 1d6 points of fire damage per Hit Die to evil creatures
in adjacent squares. A successful Reflex save reduces the
damage by half. Nothing remains of the dead wingwyrd except its
possessions (if any) and some powdered gray stone. The save DC
is Constitution-based.
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Freeze (Ex): A wingwyrd can hold itself so still it appears to
be a statue. An observer must succeed on a DC 20 Spot check to
notice the wingwyrd is really alive.
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Spell Resistance (Ex): A wingwyrd has spell resistance equal
to 11 + its Hit Dice.
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Damage reduction 5/magic. A wingwyrd's natural weapons are treated as magic for the
purpose of overcoming damage reduction.
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Automatic Languages: Common. Bonus Languages: Auran, Dwarven,
Gnome, Ignan, Terran.
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Favored Class: Fighter.
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Level Adjustment: +5.
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