CREATURE 12
Perception +25
Languages Auran, Common
Skills Acrobatics +23, Athletics +22, Nature +25
Str +4 Dex +6 Con +5 Int +3 Wis +5 Cha +7
Heaven's View Clouds don't impair a peng's vision.
AC 32; Fort +23, Ref +24, Will +23
HP 200; Weaknesses evil 10; Resistances cold 10
Calm Weather Aura (air, aura, evocation, primal) 1 mile. The ambient weather around a peng is always lightly cloudy with a pleasant breeze, and the temperature is pleasantly warm for the season. A creature that attempts to alter the weather within this aura (such as with a control weather ritual or localized effect like gust of wind) must succeed at a DC 33 Will save; otherwise the effect is disrupted. The peng can activate or deactivate this aura as a single action (this action has the concentrate trait).
Speed 10 feet, fly 70 feet; windslice
Melee beak +22 (reach 10 feet), Damage 3d8+10 piercing
Melee talon +22 (agile), Damage 3d6+10 slashing
Primal Innate Spells DC 31; 5th cone of cold, gust of wind (at will), wall of wind (at will)
Windslice Pengs can move in any wind with easy grace. A peng ignores difficult terrain caused by wind and doesn't need to Maneuver in Flight in high winds.
Cloud Cover (air, evocation, primal) The peng exhales a thick cloud and envelops themself in the mist. The peng gains cover until the end of their next turn.
Flap Wings The peng beats its wings to create a mighty burst of frosty air and push away foes. Each creature within 10 feet of the peng takes 3d6 bludgeoning and 3d6 cold damage (DC 32 basic Reflex save). Creatures that fail their save are pushed away 10 feet; creatures that critically fail are pushed away 20 feet and knocked prone. The peng can't Flap Wings again for 1d4 rounds.
Open Peng in the interactive creatures list or browse all creatures starting with P.