WINGWYRDS

Wingwyrds are descendants of normal gargoyles that have been touched by the Silver Flame. They serve and protect temples of the Silver Flame, occasionally acting as messengers between them.

Wingwyrds require no food, water, or air. They spend their time waxing philosophic and reflecting on the Silver Flame. They are social creatures but understand that duty comes before personal pleasure.

Wingwyrds make excellent emissaries of the Church of the Silver Flame and stalwart companions for clerics and paladins of similar faith.

Wingwyrds rarely fight except to defend their temples. They attack wisely, taking out weak targets first before ganging up on stronger ones. A wingwyrd gives up some of the gargoyle's damage reduction for spell resistance.

WINGWYRD RACIAL TRAITS
  • +4 Strength, +4 Dexterity, +6 Constitution, +2 Wisdom.

  • Medium size.

  • A wingwyrd's base land speed is 40 feet. It also has a fly speed of 60 feet (average).

  • Darkvision out to 60 feet.

  • Racial Hit Dice: A wingwyrd begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.

  • Racial Skills: A wingwyrd's monstrous humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A wingwyrd has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when concealed against Flamic stone architecture (common in Thrane cities and temples).

  • Racial Feats: A wingwyrd's monstrous humanoid levels give it two feats.

  • Natural Weapons: 2 claws (1d4), wing slam (1d6), gore (1d6).

  • +4 natural armor bonus.

  • Fiend Strike (Su): A wingwyrd's natural weapons deal an extra 1d6 points of damage to evil outsiders.

  • Death Burst (Su): When a wingwyrd is reduced to -10 hit points, it releases a burst of silvery flame that consumes its remains and deals 1d6 points of fire damage per Hit Die to evil creatures in adjacent squares. A successful Reflex save reduces the damage by half. Nothing remains of the dead wingwyrd except its possessions (if any) and some powdered gray stone. The save DC is Constitution-based.

  • Freeze (Ex): A wingwyrd can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the wingwyrd is really alive.

  • Spell Resistance (Ex): A wingwyrd has spell resistance equal to 11 + its Hit Dice.

  • Damage reduction 5/magic. A wingwyrd's natural weapons are treated as magic for the purpose of overcoming damage reduction.

  • Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Gnome, Ignan, Terran.

  • Favored Class: Fighter.

  • Level Adjustment: +5.