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Garuda

Creature 9 — celestial, holy

Garudas are winged humanoids created to serve holy gods and other powerful celestial beings. Originally born among the celestial planes, garudas eventually spread beyond, with many making their way to the mortal Universe. As divine servants, garudas' primary roles are as protectors, defending holy sites and important divine figures like high priests. The most important role a garuda serves is as a means of transportation. The first garudas served as mounts for the gods, carrying them across the

Source: pathfinder-monster-core-2

Perception +20
Skills acrobatics +19, athletics +21, diplomacy +19, intimidation +17, religion +19
Str
+6
Dex
+4
Con
+4
Int
+2
Wis
+4
Cha
+4
AC 27 Fort +20 Ref +19 Will +16
HP 160
Weaknesses unholy 10
Speed 25 feet, fly 60 feet

Offense

Melee Beak +21, Damage 2d10+9 piercing plus 1d6 fire
Melee Talon +21, Damage 2d8+9 bludgeoning plus 1d6 fire
Ranged Sun Beam +19, Damage 2d10 fire plus 2d6 spirit

Abilities

Speaker of the Skies — A garuda can speak with any type of bird.
Vehicle of the Gods — Garudas were created to serve as transport for other beings. A holy creature can ride the garuda by using the Mount action to move onto them. Unlike the normal rules for riding other creatures, both the garuda and the rider continue to receive all 3 of their actions each turn, and the garuda's rider can be Medium or smaller. A garuda can have only a single rider at a time. The garuda can choose to allow a non-holy (but not an unholy) creature to ride them, but generally only does so in specific circumstances.
Celestial Meteor (divine, fire, move) —
Divine Grasp — When a garuda moves, they can bring grabbed creatures along with them.
Raise by the Sun — 2 to 3 Requirements The garuda doesn't have a rider Effect The garuda Flies and picks up a willing creature at any point during the flight, who then begins riding the garuda, and then the garuda continues their Fly action. If the garuda uses three actions, they can instead Fly twice. At any point during the garuda's movement, the rider can use a reaction to attempt a Strike with a ranged weapon.
Grab — Grab

Spells

Translocate (rank 4)
Haste (rank 3)
Holy Light (rank 3)
Blazing Bolt (rank 2)

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