Lord Sun-Warrior
Defense
AC: 28, touch 13, flat-footed 24 (+3 Dex, +1 dodge, +15 natural,, –1 size)
HP: 230 (20d10+120)
Fort: +14 Ref: +17 Will: +19
Immune: mind-affecting effects
Offense
Speed: 20 ft., fly 60 ft. (average)
Melee: bite +26 (2d6+10 plus grab and poison) Couatl
Space: 10 ft. Reach: 10 ft.
Special Attacks: constrict (2d6+10)
Spell-Like Abilities: (CL 9th; concentration +15) Constant—detect chaos, detect evil, detect good, detect law At will—alter self, detect thoughts (DC 18), ethereal jaunt (CL 18th), invisibility, plane shift (DC 23) 1/year—wish (CL 20th)
Spells Known: (caster level 12th; concentration +18) 6th (4/day)—chain lightning (DC 22) 5th (6/day)—breath of life, flame strike (DC 21) 4th (7/day)—charm monster (DC 20), freedom of movement, lesser geas 3rd (7/day)—gaseous form, hold person, magic circle against evil, summon monster III 2nd (8/day)—cure moderate wounds, eagle’s splendor, glitterdust (DC 18), scorching ray, silence (DC 18) 1st (8/day)—endure elements, mage armor, obscuring mist, protection from chaos, true strike 0 (at will)—dancing lights, daze, detect magic, disrupt undead, light, ray of frost, read magic, resistance, stabilize
Statistics
Str: 24 Dex: 17 Con: 22 Int: 19 Wis: 20 Cha: 23
Base Atk: +20 CMB: +28 (+32 grapple) CMD: 42 (can’t be tripped)
Feats: Alertness, Diehard, Dodge, Empower Spell, Eschew Materials, Flyby Attack, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Iron Will, Lightning Reflexes
Skills: Acrobatics +26 (+22 when jumping), Bluff +19, Diplomacy +29, Fly +24, Knowledge (arcana) +14, Knowledge (planes) +17, Knowledge (religion) +17, Perception +32, Sense Motive +32, Spellcraft +27, Survival +25, Use Magic Device +26
Languages: Celestial, Common, Draconic, Elven, Polyglot telepathy 100 ft.
Description
Unique couatl
Poison (Ex) Injury—bite; save Fortitude DC 22; frequency 1/ minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.
Spells Sun-Warrior casts spells as a 12th-level sorcerer, and can cast spells from the cleric list as well as from those normally available to a sorcerer. Cleric spells are considered arcane spells for couatls, meaning Sun-Warrior does not need a divine focus to cast them.
Best known as the ancient guardian of the Utala tribe in the Mwangi Expanse, Mola Jushujaa (whose name means “Lord Sun-Warrior”) has appeared in many different lands and guises. He is a couatl of great age, and his pronouncements are well respected among the feathered serpents. Because of his venerable status, Jushujaa has a number of powers that lesser couatls do not possess, including the ability to change his appearance, create terrifying fire and lighting storms in combat, and even grant wishes (though only ever in service to the greatest possible good). He often takes the guise of an extremely old or young human, inoffensive and peaceful, visiting powerful rulers, priests, and nobles to either offer guidance or dissuade them from the path of evil.
Lord Sun-Warrior acts independently of any deity, though he maintains positive relations with all of the good-aligned ones. His agenda is complex, but involves fostering the development of peaceful cultures and nations throughout many different worlds, and the discouragement or outright destruction of evil ones. In this he frequently recruits adventurers and other agents, dispatching them on quests that may not immediately make sense, and providing them with guidance and assistance as he is able. He is aided in his efforts by his champion, Jua Mfuasi (LG male human paladin of Iomedae 10), who was once a necromancer known as the Corpse-King until he was killed and returned to life by Sun-Warrior, after which he renounced his evil ways and abandoned arcane magic to become a paladin.
Pathfinder Campaign Setting: Mythical Monsters Revisited Griffon “JUST WHEN WE HAD STARTED TO RELAX, THINKING OURSELVES HOME FREE, THEY HIT US. THEY SWOOPED IN FROM ALL SIDES, SLASHING AT US WITH THEIR RAZOR-SHARP TALONS AND SNAPPING WITH THEIR SAVAGE BEAKS. BORIM DIDN’T HAVE TIME TO REALIZE WHAT HAD HIT HIM BEFORE ONE OF THE BEASTS CRUSHED HIM AND HIS HORSE TO THE GROUND. LOREL SAW WHAT WAS GOING ON, BUT DIDN’T HAVE TIME TO REACT—THE GRIFFON TORE HER FROM HER SADDLE BEFORE SHE COULD DRAW HER SWORD. THOSE OF US WHO SURVIVED HAD TO DROP THE LOOT AND RUN, BARELY ESCAPING, WHILE OUR COMRADES WERE RIPPED APART. WE NEVER SHOULD HAVE TAKEN THOSE EGGS.” —MERINDRA THAVESEN, TALDAN PATHFINDER Griffon S cholars and adventurers alike have long considered the griffon a creature that combines grace with power, one that possesses both the power of the lion and the captivating majesty of the eagle. Those who wield a banner bearing the likeness of a griffon admire the beast for its pride, stubbornness, and regality, and usually claim themselves to be harbingers of good. In actuality, while intelligent, griffons are far less concerned with such vague abstractions as honor, and are more akin to the base animals they resemble in terms of motivations. Their love of horsemeat and their territorial natures often put the creatures at odds with civilized races, though for the most part griffons keep to themselves. Those who do find themselves in contact with humanoids may decide to join ones whose goals coincide with their own, casting themselves as mounts for particularly compatible riders or as protectors of treasure for those who bribe them with gifts. New riders are often surprised at how reluctantly their mounts respond to both spoken and unspoken commands, and it quickly becomes apparent to the uninformed that griffons are no mere beasts, but rather highly protective predators with intricate systems for interacting with others.
While unable to speak, griffons that grow up in the vicinity of humanoids quickly learn the local tongue, understanding even complex arguments and discussions, though the creatures themselves can only communicate via gestures, grunts, and cries. Griffons’ intelligence becomes even more apparent in the heat of battle as they execute complex maneuvers and basic tactics in order to gain the advantage against their enemies. Similarly, griffons possess a keen awareness of the more discreet plots taking place around them, and remain a figure representative of both silent strength and powerful insight.
Source: Mythical Monsters Revisited, p. 15
