Fiendish Hawk CR 1/3
Always CE Tiny Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +14
Languages —
AC 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
hp 1d8 (4 hp)
Fort Ref Will
Speed 10 ft. (2 squares), fly 60 ft. (average)
Space/Reach 2-1/2 ft./0 ft.
Base Atk +0; Grp −10
Melee talons ()
Attack Options Smite good
SQ darkvision 60 ft., Low-light vision, resistance to cold 5 and fire 5, SR 6
Abilities Str 6, Dex 17, Con 10, Int 3, Wis 14, Cha 6
Feats Weapon Finesse
Skills Listen +2, Spot +14
Advancement —
Environment Any evil-aligned plane
Organization Solitary or pair
Treasure None
Summon Monster: Summon Monster I
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +1 extra damage against an good foe.
Skills: Hawks have a +8 racial bonus on Spot checks.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less. Also a base druid animal companion option.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster I.