Roc (CR 15/MR 5)

Mythic Advanced Roc (CR 15/MR 5)
XP 51,200
Pathfinder Roleplaying Game Bestiary
N Gargantuan animal (mythic)
Init +13MF; Senses low-light vision; Perception +17

Defense

AC 31, touch 10, flat-footed 27 (+4 Dex, +21 natural, –4 size)
hp 224 (16d8+152)
Fort +17, Ref +16, Will +10
Defensive Abilities feathered fortificationMA; DR 10/epic

Offense

Speed 20 ft., fly 80 ft. (average)
Melee 2 talons +20 (2d6+11/19–20/x3 plus grab), bite +19 (2d8+11)
Space 20 ft.; Reach 15 ft.
Special Attacks carry offMA, crushMA (4d6+16, DC 29), deadly dropMA, devastating stoopMA, mythic power (5/day, surge 1d8), wingstormMA

Statistics

Str 32, Dex 19, Con 25, Int 2, Wis 16, Cha 15
Base Atk +12; CMB +27 (+31 grapple); CMD 41
Feats Flyby Attack, Improved Critical (talons)MF, Improved InitiativeMF, Iron Will, Lightning Reflexes, Power AttackMF, Skill Focus (Perception), Weapon Focus (talons)
Skills Fly +7, Perception +17

Ecology

Environment warm mountains
Organization solitary or mated pair
Treasure none

Special Abilities

Carry Off (Ex) A mythic roc can grapple a single Large creature or two Medium or smaller creatures simultaneously in its claws without being considered grappled itself. It does not need to succeed at a grapple check to move while carrying grappled creatures of size Large or smaller.

Crush (Ex) A mythic roc can land on foes as a standard action, using its whole body to crush as many Medium or smaller creatures as fit in its space. This attack deals 4d6+16 points of damage, and creatures in the area must succeed on a DC 29 Reflex save or be pinned underneath the mythic roc, automatically taking this damage again each round until the mythic roc moves off of them. If the mythic roc wishes to maintain the pin, it must make one grapple check which applies to all trapped creatures. If this check fails to overcome an individual creature’s CMD, that creature becomes entangled rather than pinned but can move (at half speed) out from under the mythic roc on its next turn. A mythic roc can use its mythic Power Attack feat to increase the damage of its crush attack, increasing damage to 4d6+28 but decreasing the save DC (and any combat maneuver checks it makes to grapple or pin) by 4. It can spend one use of its mythic power to gain this increased damage with its crush attack without these penalties for 1 minute. The save DC is Strength-based.

Deadly Drop (Ex) Mythic rocs often carry heavy boulders or similar objects high into the air to drop them on creatures below. A mythic roc can carry two Large or smaller or one Huge or Gargantuan object in flight. Dropping these objects requires a ranged touch attack, with a range increment of 20 feet. A mythic roc typically aims at a specific square (AC 5) rather than a moving creature. Dropped objects deal damage as listed below (DC 15 Reflex half), affecting all creatures in the listed area. Damage is doubled if the object is dropped from 150 feet or more in the air, but it is halved if the dropped object is not fairly heavy and solid. Hence, a log or boulder would deal full damage, but a wagon, boat, or creature (living or dead) would deal only half damage.
Object Size Damage Area of Effect
Small 2d6 One 5-foot square
Medium 3d6 One 5-foot square
Large 4d6 10-foot by 10-foot square
Huge 6d6 15-foot by 15-foot square
Gargantuan 8d6 20-foot by 20-foot square

If the ranged touch attack misses, the object lands 1d6 squares away in a random direction. Wherever the dropped object lands, the area of effect becomes dense rubble terrain until 1 minute is spent clearing it. If the mythic roc spends one use of its mythic power, the save DC increases to 20 and any creature failing its save is entangled and stuck in place by rubble until they can succeed at a DC 20 Escape Artist check or Strength check. Creatures or objects dropped by a mythic roc take falling damage normally.

Devastating Stoop (Ex) A mythic roc can tear buildings and structures apart with ease. A mythic roc deals double damage to Large or larger objects with its natural weapons or its crush attack. It can spend one use of its mythic power to ignore up to 10 points of hardness from objects it attacks for 1 minute.

Feathered Fortification (Ex) A mythic roc’s massive plumage makes it hard to target the true vital areas of the bird. When a critical hit is confirmed against a mythic roc, it has a 50% chance to negate the critical hit, converting it into a normal hit. Any touch or ranged touch attack against a rock has a 20% miss chance, as the attack may hit a roc’s loose feather rather than striking true. When rolling this percentage, a mythic roc can spend one use of its mythic power as an immediate action to reroll.

Wingstorm (Ex) As a standard action, a mythic roc can create a 120-foot-long, 20-foot-wide gust of strong wind as often as desired. By spending one use of its mythic power, it can increase this wind to windstorm strength.

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