Initiative +7
Vulnerability to Fire
Spell-Like Abilities (CL 6th, concentration +10)
-Constant: speak with animals
-At will: dancing lights, reduce person (DC 15)
-3/day: invisibility (self only)
-1/day: shrink item
Melee: rapier +8 (1d2-2/18-20 plus numbing cold)
Numbing Cold: Any creature hit by a winter-touched creature’s attack (natural or weapon) must succeed at a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.
Sneak Attack +1d6
Melee: slam +7 (1d8+4)
Drench: The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex: A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery: A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
CMB +7, CMD 18
Initiative -1
Vulnerable to Fire
Construction Points (additional attack, additional movement [fly], ice)
Melee: 2 slams +9 (1d8+6 bludgeoning)
CMB +11, CMD 20
Initiative +4
Vulnerable to Fire
Regeneration 5 (acid or fire)
-Full Attack-
Battleaxe +7 (2d6+4 slashing), bite +2 (1d6+2 bludgeoning and piercing), claw +2 (1d4+2 piercing and slashing)
Bite +7 (1d6+4 bludgeoning and piercing), 2 claws +7 (1d4+4 piercing and slashing)
Rend (2 claws, 1d6+6)
Spell-Like Abilities (CL 5th, concentration +8, save DCs are Intelligence-based)
-Constant: detect magic, speak with animals (birds only)
-3/Day: perceive cues, vanish, ventriloquism (DC 14)
1/Day: ill omen, mirror image
2 Talons: Melee Attack, +7 to hit, reach 5 ft., one target, Hit: 1d6+1 piercing and slashing damage
Hexes (CL 5th, DC 15 Will): cackle, evil eye [-2, 6 rounds], misfortune [1 round]
Apportation: In large enough groupings (such as a murder), greater witchcrows can perform a cooperative form of magic once per day to open a glowing ring in one place leading to somewhere else on the planet. This always entails a raucous aerial ritual, usually centered on those that wish to make use of this ability. The ritual functions like a teleportation circle (CL 17th), except it requires 1 minute of uninterrupted casting time, the circle doesn’t need to be placed on a horizontal surface, and it is not invisible or hard to detect. After coming into existence, the edges of the circle glow and the effect stays in place for 1 minute. Most witchcrows loathe using this power, but some offer it as a service to those in need of quick travel, demanding a high price for such assistance—usually something in the bargainer’s possession that is cherished, extremely valuable, and almost always magical.
potions of cure light wounds (2)
potion of endure elements
potion of interrogation (CL 4th)
screaming bolts (2)
spiked light steel shield
10 crossbow bolts
attentive mirror
24 gp
-Full Attack-
Mwk Cold Iron Longsword: Melee Attack, +5 to hit, reach 5 ft., one target, Hit: 1d8+2/19-20 slashing damage
Light Spiked Shield: Melee Attack, +3 to hit, reach 5 ft., one target, Hit: 1d4+1 piercing and bludgeoning damage
-Single Attack-
Mwk Cold Iron Longsword: Melee Attack, +7 to hit, reach 5 ft., one target, Hit: 1d8+2/19-20 slashing damage
Dagger: Melee or Ranged Attack, +5 to hit, reach 5 ft., range 10 ft./ 50 ft., one target, Hit: 1d4+3/19-20 piercing or slashing damage
Mwk Light Crossbow: Ranged Attack, +6 to hit, range 80 ft./ 400 ft., one target, Hit: 1d8/19-20 piercing damage
Favored Enemy (Humans +2)
potion of endure elements
10 crossbow bolts
light steel shield
15 gp
Cold Iron Longsword: Melee Attack, +3 to hit, reach 5 ft., one target, Hit: 1d8+1/19-20 slashing damage
Dagger: Melee or Ranged Attack, +2 to hit, reach 5 ft., range 10 ft./ 50 ft., one target, Hit: 1d4+1/19-20 piercing or slashing damage
Light Crossbow: Ranged Attack, +2 to hit, range 80 ft./400 ft., one target, Hit: 1d8/19-20 piercing damage
potion of cure moderate wounds
potion of undetectable alignment (2)
10 crossbow bolts
ice floe elixer
white hooded cloak
opal necklace (worth 500 gp)
14 gp
Initiative +3
Vulnerable to Fire
Spell-Like Abilities (CL 4th, concentration +5)
-3/Day: flame blade
Bardic Knowledge +1, Versatile Performance (sing)
2 Claws: Melee Attack, +6 to hit, reach 5 ft., one target, Hit: 1d6 + 2 piercing and slashing damage plus numbing cold.
Flame Blade: Melee Attack, +5 touch to hit, reach 5 ft., one target, Hit: 1d8 + 2 fire damage plus numbing cold
Light Crossbow: Ranged Attack, +6 to hit, range 80 ft./ 400 ft., one target, Hit: 1d8/19-20 piercing damage plus numbing cold
Numbing Cold (DC 13): Any creature hit by a winter-touched creature’s attacks (natural or weapon) must succeed at a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.
Bardic Performance 7 rounds/day (countersong, distraction, fascinate, inspire courage+1)
Bard Spells Known (CL 2nd, concentration +3)
-1st (3/day): chord of shards (DC 12), disguise self, ear-piercing scream (DC 12)
-0 (at will): dancing lights, detect magic, ghost sound (DC 11), prestidigitation, summon instrument
Initiative +3
Vulnerable to Fire
Spell-Like Abilities (CL 5th, concentration +6)
-Constant: detect evil, detect good
-At Will: dancing lights, daze (DC 11)
-1/Day: color spray (DC 12)
Short Sword: Melee Attack, +3 to hit, reach 0 ft., one target, Hit: 1d2-2/19-20 slashing damage plus numbing cold
Shortbow: Ranged Attack, +8 to hit, range 60 ft./ 300 ft., one target, Hit: 1d2-2 piercing plus numbing cold
Numbing Cold (DC 11): Any creature hit by a winter-touched creature’s attacks (natural or weapon) must succeed at a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.