D&D 3e (3.0/3.5) Rules
The intelligent and menacing skyfisher looks like a horrible crossbreed of giant bat and vulture, with with hairy, grey-black feathers, long, dangling legs and a sharp beak filled with short, deadly teeth. The bird's cry sounds like the scream of a child or cat in pain. Skyfishers attack humanoids for food and to capture the variety of shiny items that decorate their nests. Skyfishers hate eagles and condors, and will drive these birds away from their territory.
Some clerics maintain that skyfishers are not natural animals, but creatures created by the gods of darkness in ancient times to carry messages to chromatic dragons.
Skyfishers are dangerous birds of prey, even moreso for their willingness to attack humanoid opponents. Skyfishers always work together and fight intelligently, engaging dangerous foes in groups while single skyfishers steal away smaller prey. Skyfishers usually swoop their opponents, gaining a +1 bonus to attack rolls for being in a higher position.
Dive (Ex): If a skyfisher charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Snatch (Ex): A skyfisher that hits with both claw attacks attempts to start a grapple as though it had the Improved Grab special attack. If the skyfisher gets a hold, it automatically deals bite damage each round, or if it takes no other action in combat, it can bear the opponent aloft for 1d4+2 rounds. It cannot lift opponents in excess of 200 pounds.
The skyfisher can drop a creature that it has snatched as a free action. The creature suffers falling damage, and will probably be the target of subsequent attacks.
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