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Avir

Anthropomorphic birds who live in mountain settlements

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class15 (13)
Hit Dice1+3
Number AppearingWild 5, Lair 10d10
Attacks2 kicks, 1 lance
Damage1d4 kick, or by weapon
Movement30' Fly 80'
Save AsFighter: 1
Morale8
XP25
Treasure TypeU, E in lair

The Avirs are a race of anthropomorphic birds who live in settlements at the top of mountains. It stands 5 feet tall and weighs up to 80 lbs. The males have colorful feathers while the females are usually some shade of gray and slightly larger. An avir has hands near the middle of its wings and a wingspan of 20 feet. It has extraordinary eyesight, but no Darkvision.

An avir hunts and fights in wings of 5 while holding lances with its feet. It is a master of dive attacks, getting +4 on its attack rolls and doing double damage. It also wears bladed spurs on its feet with which it can kick savagely, doing 1d6 points of damage with each, either when on the ground or when flying by. An avir kicking with only its natural spurs will only do 1d4 points of damage per kick. If unable to fly, an avir can peck for 1d4 points of damage, as a last resort. It wears leather harnesses which offers some protection and allows it to carry light items. It cannot carry more than 50 lbs. An avir has natural resistance to cold and takes half damage against magical cold attacks.

An avir trades to obtain the equipment it cannot produce itself, such as weapons, often with dwarves who live under their mountain. It also keeps good relations with giant eagles.

Special Abilities

Dive Attack: Gets +4 on its attack rolls and does double damage.
Bladed Spurs: Can kick savagely, doing 1d6 points of damage with each, either when on the ground or when flying by. An avir kicking with only its natural spurs will only do 1d4 points of damage per kick.
Peck: If unable to fly, an avir can peck for 1d4 points of damage, as a last resort.
Cold Resistance: Has natural resistance to cold and takes half damage against magical cold attacks.
Extraordinary Eyesight: Has extraordinary eyesight, but no Darkvision.
Carrying Capacity: Cannot carry more than 50 lbs.

Variants

Female (in population)

Females are usually some shade of gray and slightly larger.

Shaman (in settlement (always 1))

A settlement will always have one 4 HD shaman with the Clerical abilities of level 1d4+3.

Hit Dice4
Acolyte (in settlement (1d4))

1d4 2 HD acolytes with Clerical abilities up to level 1d4 each.

Hit Dice2
Magister (in settlement (always 1))

A 5 HD magister with the ability of a Magic-user of level 1d4+4. An avir magister is a master of aerial combat and will always know magic missile and lightning bolt.

Hit Dice5
Apprentice (in settlement (1))

One 3 HD apprentice with half the abilities of its master.

Hit Dice3