The Dragonlance Nexus

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Kingfisher

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-size Animal
Hit Dice: 1d8+1 (6 hp)
Initiative: +3 (Dex)
Speed: 10 ft., fly 60 ft. (average)
AC: 14 (+3 Dex, +1 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 8, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +6, Spot +6*, Swim +7
Feats: Weapon Finesse (Bite)
Climate/Terrain: Temperate and warm aquatic and marsh
Organisation: Solitary, pair, or nest (2 adults plus 1-4 chicks)
Challenge Rating: ¼
Treasure: 50% gems
Alignment: Always neutral
Advancement: 2-3 HD (Medium-size)

Kingfishers are large avians, standing about five feet tall, covered with blue or grey feathers and white feathered chests. A crest of deep blue feathers tops a kingfisher's head, and its beak is long and thin for snatching fish from laeks, rivers and the sea.

The Knights of Solamnia consider kingfishers to be paragons of responsibility and honour due to the zealous protectiveness of a kingfisher for its nest; a kingfisher will not abandon its nest, even in the face of death, and will go to any lengths to feed its young. Seeing a kingfisher is usually considered to be an omen of just rewards gained by hard work in tough conditions by the fisherfolk of Coastlund. However, wheeling kingfishers are thought to be a portent of war throughout Solamnia.

Combat

Kingfishers are extremely unlikely to approach humanoid opponents, and never attack any creature that is not smaller in size. Kingfishers swoop at their prey from above, gaining a +1 bonus to their attack rolls due to attacking from a higher position.

Skills: Kingfishers receive a +4 racial bonus to Swim checks.

* They receive a +4 bonus to Spot checks during daylight.

Kingfisher Familiars: Some sorcerers and wizards who live in coastal regions may take a kingfisher familiar. The master of a kingfisher familiar gains a +2 bonus to Will saves, reflecting the legendary courage of the bird.

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