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.
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