| Great Raven |
| Magic Beast (Air) Environment: Any Land Organization: Hatchling � Young: solitary or clutch (2-5), Adult - Grand Raven: Solitary, Pair or Family (1-2 plus 2-5 offspring) Challenge Rating: Hatchling 1/2, Young 3, Adult 6, Old 9, Ancient 13, Grand Raven 15, Elderly 17 Treasure: Double Standard Alignment: Usually Neutral or Evil Advancement: Hatchling 2-3HD (tiny), Young 5-6 HD (small), Adult 8-9 HD (medium), Old 11-12 HD (large), Ancient 14-15 HD (huge), Elderly 17-21 HD (gargantuan), Elderly 22+ (colossal), or by character class (Young or older) Great Raven by Age Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/Grapple Attack Fort Ref Will Frightful Presence DC Hatchling T 1d10 (6) 4 18 11 12 11 11 +1/-10 +0 +2 +6 +0 � Young S 4d10 (22) 6 18 11 14 11 13 +4/-2 +3 +4 +8 +1 � Adult M 7d10+7 (46) 10 16 13 16 13 15 +7/+7 +7 +6 +9 +3 15 Old L 10d10+30 (80) 18 14 17 18 13 17 +10/+18 +13 +10 +9 +4 18 Ancient H 13d10+65 (137) 26 12 21 20 15 21 +13/+29 +19 +13 +9 +6 21 Grand Raven G 16d10+112 (200) 34 10 25 22 15 23 +16/+40 +24 +17 +10 +7 24 Elderly G 16d10+80 (168) 28 10 21 24 17 25 +16/+37 +21 +15 +10 +8 25 Great Raven Abilities by Age Age Speed Initiative AC Special Abilities Caster Level SR Hatchling 10 ft., fly 40 ft. (average) +4 16 (+2 size,+4 Dex), touch 16, flat-footed 12 � � � Young 10 ft., fly 60 ft. (average) +4 15 (+1 size,+4 Dex), touch 15, flat-footed 11 Polymorph Self 1st 15 Adult 10 ft., fly 80 ft. (poor) +3 13 (+3 Dex), touch 13, flat-footed 10 DR 5/magic 5th 18 Old 10 ft., fly 100 ft. (poor) +2 13 (-1 Size, +2 Dex, +2 natural), touch 11, flat-footed 11 Gust of Wind 9th 21 Ancient 10 ft., fly 120 ft. (poor) +1 13 (�2 size, +1 Dex, +4 natural), touch 9, flat-footed 12 DR 10/magic 13th 24 Grand Raven 10 ft., fly 140 ft. (clumsy) +0 12 (�4 size,+6 natural), touch 6, flat-footed 12 Control Winds 17th 27 Elderly 10 ft., fly 120 ft. (clumsy) +0 11 (�4 size,+5 natural), touch 6, flat-footed 11 DR 15/magic 20th 30 *Can also cast cleric spells and those from the Air, Evil, and Magic domains as arcane spells. Ravens are the favorite animal of Dyaramis, god of darkness, so the great ravens are, of course, his favorite creatures. They are very intelligent creatures that are highly gifted with magic, more so than any other great avian. They grow to great heights, though not as large as some of the great avians, and are masters of the wind. Raven elves use great ravens as mounts at every opportunity, for they make mighty mounts that can do more than simply move the rider from one area to another. Great Ravens are often dark and moody, preferring to be silent. They prefer to watch rather than to act, and learn a great deal through watching. More so than many other birds, great ravens love to fly, and they are very adapt with magic. Magic is the great raven�s biggest gift, for few creatures ever master it as thoroughly as this beautiful creature. Great ravens have black, glossy feathers and wide wingspans. Unlike other ravens, great ravens have bright red eyes, which many believe to be the gift of Dyaramis. Combat Great ravens love the thrill of combat, however they rarely provoke it unless need arises. They will often stay high above an enemy, showering down powerful spells upon its foes. The great raven will also not hesitate to change shape in order to better fight on the ground, as these mighty creatures have little movement ability on the ground or in small spaces. In the air, the great ravens will use their ability to control winds in order to put other flying creatures to a disadvantage, and then use its spells. Great ravens only close in for the kill once it has exhausted its magic. Spell-Like Abilities: 2/day�polymorph (self only) (young or older), 3/day�gust of wind (old or older), at will�control winds (grand raven or older) Skills: Bluff, Hide, Move Silently, Knowledge (any), and Spellcraft are considered class skills for the great raven. |