Abrian (CR 1)
Medium Magical Beast (Extraplanar)
Alignment: Usually chaotic evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +2, and Spot +5
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Hit Dice: 2d10+2 (13 hp)
Fort +4, Ref +6, Will +0
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: Beak +5 melee
Full Attack: Beak +5 melee and kick -2 melee
Damage: Beak 1d3+1/19-20/x3, kick 1d8
Special Attacks/Actions: Augmented critical, shriek
Abilities: Str 13, Dex 16, Con 12, Int 7, Wis 11, Cha 10
Special Qualities: sonic resistance 10
Feats: Weapon Finesse
Skills: Hide +4, Listen +2, Move Silently +4, and Spot +5
Advancement: 3-6 HD (Large)
Climate/Terrain: Any hills/plains (Abyss)
Organization: Solitary, hunting flock (4-10), or communal flock (11-40)
Treasure/Possessions: Standard items and magic
Source:
Fiend Folio
Augmented Critical (Ex): An abrian's beak threatens critical bit on a natural attack roll of 19-20. On a successful critical hit with a beak attack, it deals triple damage.
Shriek (Su): The shriek of a lone abrian is supernaturally loud and distressing. An abrian can shriek as a standard action. Anyone within 20 feet of a shrieking abrian must make a Fortitude save (DC 12) or be dazed for 1 round. If at least four abrians are shrieking within 20 feet of a target. The target is also deafened for 1d6 minutes if it fails the save. If eight or more abrians are shrieking within 20 feet of a target, the target takes 1d10 points of sonic damage as well if it fails the save. An abrian is immune to its own shriek, as well as the shrieks of other abrians.
Skills: Abrians have a +4 racial bonus on Spot checks.
Abrians fight together in hunting flocks. Typically, the members of a flock spread out to surround a target and then dart up in pairs to flank the target.
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.