Ostrich
- HP
- 22
- AC
- 14
- DR
- 0
- Attacks
- 1
- Attack
- 1d10+2
- Size
- Large
- Alignment
- Impartial Impartial (Wanderer)
- Intelligence
- Animal (1)
- Saves
- Quick 4 / Tough 2 / Mind -1
An ostrich avoids danger by outrunning it, but a nest, corner or injured mate changes flight into violence. The bird pivots on long legs and kicks forward with a claw capable of opening flesh through ordinary clothing. Its height makes fences and low brush poor protection, and an angry adult can keep pace beside a rider long enough to strike again.
Special Attack
Hammer Kick: slashing, melee 5 ft, +3 to hit, 1d10+2. A Medium or smaller target makes a Tough save; on a failed save, it is pushed 5 ft and suffers -2 Quick until the end of its next turn.
Special Defense
Open-Ground Runner: an ostrich cannot be caught on foot across open terrain unless wounded, trapped or magically slowed. Moving away from its nest or young ends pursuit; enclosing it removes this escape and gives it +2 Mind.