Swift
This small blue brown six-legged fox fur is constantly shifting in wild random patterns. Its aura is soothing and calming.
SWIFT
XP 800
CN Small magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5
Aura calm emotions (30 ft.)
DEFENSE AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 28 (4d10+8)
Fort +6, Ref +6, Will +2
SR 12
OFFENSE Speed 30 ft., fly 60 ft. (poor)
Melee 2 bites +6 (1d6+1)
Spell-Like Abilities (CL 4th; concentration +4)
Base Atk +4; CMB +4; CMD 16 (20 vs. trip)
Feats Combat Reflexes, Improved Initiative
Skills Fly +9, Perception +5, Stealth +10
ECOLOGY Environment any forest
Organization solitary, pair, pack (3-6)
Treasure none
Calm Emotions Aura (Su) a swift's aura acts as a calm emotions spell with a radius of 30 feet. Any creature entering this area must make a Will save (DC 12) to resist the effect. A creature that makes its save is immune to that swift's aura for 24 hours. The save DC is Charisma-based. The Swifts are small foxlike creatures with six legs and two tails. These rare creatures are sought after as pets for the nobility and other upper classes. Unless properly trained, these creatures have a strong desire to escape, and with their natural ability to fly and teleport, a swift is difficult to contain. A swift will rather flee than fight an opponent. If forced into combat, it will use it confuse and teleportation abilities to stay away from its enemy.
SWIFT CR 3
XP 800CN Small magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5
Aura calm emotions (30 ft.)
DEFENSE AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 28 (4d10+8)
Fort +6, Ref +6, Will +2
SR 12
OFFENSE Speed 30 ft., fly 60 ft. (poor)
Melee 2 bites +6 (1d6+1)
Spell-Like Abilities (CL 4th; concentration +4)
3/day—confusion (DC 13)
1/day—dimension door
STATISTICS
Str 13, Dex 14, Con 14, Int 2, Wis 13, Cha 10Base Atk +4; CMB +4; CMD 16 (20 vs. trip)
Feats Combat Reflexes, Improved Initiative
Skills Fly +9, Perception +5, Stealth +10
ECOLOGY Environment any forest
Organization solitary, pair, pack (3-6)
Treasure none
Calm Emotions Aura (Su) a swift's aura acts as a calm emotions spell with a radius of 30 feet. Any creature entering this area must make a Will save (DC 12) to resist the effect. A creature that makes its save is immune to that swift's aura for 24 hours. The save DC is Charisma-based. The Swifts are small foxlike creatures with six legs and two tails. These rare creatures are sought after as pets for the nobility and other upper classes. Unless properly trained, these creatures have a strong desire to escape, and with their natural ability to fly and teleport, a swift is difficult to contain. A swift will rather flee than fight an opponent. If forced into combat, it will use it confuse and teleportation abilities to stay away from its enemy.
Swift by Maite Donker-Eikelenboom
Genetic Ancestor(s)
Scientific Name
Magical Beast
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