monster Ercinee

Ercinee


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1930s Ivan Yakovlevich Bilibin (1876–1942)1930s Ivan Yakovlevich Bilibin (1876–1942)

Tactics



If provoked,
an ercinee begins combat by using its unstable screech and then
seeks out confused foes and uses searing light and Flyby
Attack
s until they are no longer threats. Ercinee will not
fight to the death. If reduced below 10 hit points, an ercinee
flees.


Section
15: Copyright Notice – Pathfinder 5: Sins of the Saviors

Pathfinder
5: Sins of the Saviors. Copyright 2007, Paizo Publishing
LLC. Author: Steven S. Greer


This
is fan-created content.

Source:
Pathfinder d20pfsrd.com

Beating its
powerful wings, this massive multicolored bird circles purposefully.
Its eyes are pits of greenish flame and its radiant feathers cause
it to soar in stark relief against the comparably dull sky.













Ercinee
CR 4
XP 1,200

N Large magical
beast
(Pathfinder #5 81)

Init +2; Senses Darkvision
60 ft., Low-Light
Vision
;
Perception +11

Aura Radiance
DEFENSE
AC 17, touch
11, flat-footed 15 (+2 Dexterity, +5 natural, -1 size)

hp 38 (7d10)

Fort +5, Ref +7, Will +4
OFFENSE
Speed 10
ft., fly 80 ft. (good)

Melee 2 claws +9 (ld6+3) and bite +4 (ld4+1)

Space 10 ft.; Reach 5 ft.

Special Attacks unstable screech

Spell-Like Abilities (CL 6th; concentration
+7, ranged touch +8)

At will
dancing lights,
light

3/day —
searing light

STATISTICS
Strength 17,
Dexterity 15, Constitution 10, Intelligence 10, Wisdom 14, Charisma 13

Base Atk +7; CMB +11; CMD 23

Feats Ability Focus (unstable
screech), Flyby, Skill
Focus
(Perception),
Wingover

Skills Bluff +5, Fly
+ 10, Perception +11

Languages Auran

SQ lighted way

SPECIAL
ABILITIES

Lighted
Way (Su)

At will,
an ercinee can shed drops of luminous fluid from its wings.
This liquid falls behind it as it flies, with one droplet falling
every 25 feet. Where these droplets land, the area within 5
feet is lit by shadowy illumination. This fluid lasts for I
hour, after which it evaporates to nothing.

Radiance
(Sp)

At night,
an ercinee sheds light as the spell daylight. It can suppress
or reactivate this ability as a free action.

Unstable
Screech (Su)

An ercinee
can, as a standard action, emit a shrill and bewildering screech.
Any creature within 30 feet of the ercinee must make a DC 17
Will save or be confused for 1d4 rounds. Creatures who succeed
at this save cannot be affected again by the same ercinee’s
screech for 24 hours. Creatures already confused take a -2 penalty
on their save to resist additional unstable screeches. The save
DC is Wisdom-based.

ECOLOGY
Environment
temperate forests

Organization solitary

Treasure none

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The
Worlds of Mankind is owned and created by Mark John Goodwin

The
text on this page is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.

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System’ and the ‘d20 System’ logo are trademarks of Wizards of
the Coast, Inc.

and are used according to the terms of the d20 System License version 6.0.

A copy of this License can be found at www.wizards.com/d20.



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