Hurrn

Description:

HP 28
Celestial raven harrier
NG Tiny magical beast (augmented animal, extraplanar)
Init +2; Senses darkvision 60 ft., low-light vision, Listen + 5, Spot + 7

AC 14, touch 14, flat-footed 12
HD 7; DR 5/magic
Resist acid 5, cold 5, electricity 5; SR 12
Fort + 7, Ref + 4, Will + 6

Speed 10 ft. (2 squares), fly 40ft. (8 squares)(average)
Melee claws + 4 (1d2-5)
Space 2-1/2 ft.; Reach 0 ft.
Base Atk + 0, Grp -13
Atk Options smite evil 1/day (+ 7 damage)
Special Actions harry, baffle

Abilities Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 6
Feats Weapon Finesse, Alertness
Skills Balance + 2, Climb -5, Concentration + 0, Hide + 2, Intimidate -2, Jump -5, Listen + 5, Move Silently + 2, Spot + 7, Survival + 2, Swim -5

Harry (Ex) As a swift action, Sir Urik can command Hurrn to distract a single enemy within 30 feet of him. Hurrn enters that enemy’s space, provoking an attack of opportunity (against AC 14). The target must then attempt a DC 15 Will save. If it fails, it takes a -2 penalty to its AC for 1 round.
Baffle (Su) As a sift action, Sir Urik can command Hurrn to prevent an opponent from taking advantages of lapses his defences. If at the start of his opponent’s turn, Hurrn is in its space, the opponent must make a DC 15 Will save. If it fails, that opponent cannot make attacks of opportunity for 1 round.

Bio:

Hurrn is the celestial raven harrier animal companion of Sir Urik.

Hurrn

Expedition To Castle Ravenloft - Forgotten Realms johnnywiggle