Solar Crow
Creature 10 — elemental, fire
Pre-Remaster content. May include legacy alignment.
CrasherLANDAERIALelementalfire
These enormous three-legged elementals resemble crows with flaming feathers, said to shine as bright as the sun. They nest in the smoldering Forest of Mulberry Coals, living in flocks of eight to a dozen, with ten being the most common. The ifrits of the Dominion of Flame conscript even more of the plane's fire elementals in preparation for new wars in the returned planes, even mobilizing ones that rarely travel near settlements. Story Of Infamy Ancient tales from dragon-ruled Tian Xia tell o
Source: rage-of-elements-bestiary (Pre-Remaster)
Perception +19; darkvision; smoke vision
Languages pyric
Skills acrobatics +22, athletics +22, deception +21, nature +19, Sun Lore +18
Str
+2
Dex
+6
Con
+2
Int
+0
Wis
+3
Cha
+5
AC 30
Fort +18
Ref +22
Will +17
HP 170
Immunities bleed, paralyzed, fire, sleep, poison
Speed 20 feet, fly 50 feet
Offense
Melee Beak (finesse, unarmed) +22, Damage 2d10+8 piercing plus 2d6 fire
Melee Talon (agile, finesse, unarmed) +22, Damage 2d6 fire plus 1d10+8 slashing plus Grab
Abilities
Smoke Vision — Smoke doesn't impair a solar crow's vision; they ignore the Concealed condition from smoke.
Glinting Wing (light, visual) —
Glow (aura, fire, light) — 25 feet. The solar crow casts bright light in a 25-foot emanation (and dim light for the next 25 feet).
Blinding Heat (fire, incapacitation, light, visual) — The solar crow expands its wings and unleashes blazing hot, blinding light in a 120-foot emanation. Each creature in the area takes 9d6 fire damage with a DC 29 Reflex save. The crow can't use Blinding Heat again for 1d4 rounds, and its glow aura is deactivated during this time.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Dazzled for 1 round.
Failure The creature takes full damage and is Blinded for 1 round.
Critical Failure The creature takes double damage and is blinded for 1 minute.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Dazzled for 1 round.
Failure The creature takes full damage and is Blinded for 1 round.
Critical Failure The creature takes double damage and is blinded for 1 minute.
Burning Talons — A creature Grabbed by the solar crow takes 1d4 persistent fire damage. It can't recover from this damage while grabbed by the crow.
Snatch — A solar crow can Fly at half Speed while it has a creature Grabbed or Restrained in its talons, carrying that creature along with it.
Grab —
WORKS WELL WITH
AnvilLAND / AERIALA durable anchor holds the main engagement while the crow uses aerial mobility to snatch and isolate priority targets.
WeaverLAND / AERIALArea-denial spells funnel enemies into the 120-foot emanation for repeated Blinding Heat bursts.
FlankerLAND / AERIALA snatched and dropped target becomes an isolated flanking victim for a mobile ground partner.
PUNISHES
✖ clumping✖ low Reflex✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Solar Crow in the encounter builder — free, no install.
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