D&D 3e (3.0/3.5) Rules
Hit Dice: 1d10 (15 hp)
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +0/-4
Attack: Claws +2 melee (1d4)
Full Attack: 2 claws +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Construct traits, electricity immunity
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 10, Dex 15, Con -, Int 6, Wis 10, Cha 1
Skills: Listen +0, Spot +4
Feats: Weapon Finesse
Environment: Any forest, hill, plains, and mountains
Challenge Rating: 1/2
Alignment: Always neutral
During the height of the Istaran Empire, the Kingpriest used clockwork falcons to carry his messages and orders afield. Unlike normal birds, these small constructs do not fatigue, and were considered ideal for carrying messages quickly. Clockwork falcons have a body composed of iron or another base metal, body, with golden beaks and claws, and a plumage that is silver, copper, or bronze. Two small gems serve as the falcon's eyes.
Clockwork falcons only fight if attacked, using razor-sharp claws to slash at their prey.
Construct: A clockwork falcon is immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain, or death from massive damage. The falcon is immune to any effect that requires a Fortitude save unless it also affects objects. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A clockwork falcon has darkvision (60-foot range) and low-light vision.
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