Volroc
| Shadowland Monsters | Traykon Monsters |
| Divine Servants | Unique Monsters |
| From Beyond | Monster Templates |
| Creature Types | |
|---|---|
Divine Guardian of Yggdrasil's primary avatar tree. Volrok roams the mountain peak where the tree grows and keeps the unworthy from approaching.

VOLROC
CR 11
Male Roc animal 16
TN gargantuan animal
Init +13; Senses Darkvision (60 ft.), Low-Light Vision, Perception +31,
AC 27, touch 11, flat-footed 22
hp 233 (16HD), Fast Healing 5
Fort +18, Ref +15, Will +12
Immunities Disease, Mind-Affecting Effects, Poison,
Speed 40 ft. (8 squares) Fly 160 ft. (Average)
Melee bite +19 (2d8+11)
Melee talons +19/+19 (3d6+11)
Face 20 ft. by 20 ft. Reach 20 ft.
Base Atk +12; CMB +27 (+31 grapple); CMD 42
Atk Options Grab,
Special Actions
Innate Spell-Like Abilities: alarm ( 3/day) arcane lock ( 1/day) augury ( DC , 1/day) banishment ( DC 10, 1/day) clairaudience/clairvoyance ( 1/day) commune ( DC , 1/day) dimension door (within sacred site) ( at will) dismissal ( DC 10, 1/day) forbiddance ( DC 10, 1/day) guards and wards ( DC 10, 1/day) hold portal ( 1/day) knock ( 3/day) Abilities Str 32, Dex 20, Con 27, Int 13, Wis 25, Cha 15
Special Qualities Ability Healing, Aura, Blessed Life, Divine Swiftness, Fast Healing 5, Low-Light Vision, Sacred Site,
Feats Death from Above, Eldritch Claws, Flyby Attack, Improved Initiative, Improved Natural Attack (Talons), Skill Focus (Fly), Snatch, Wingover
Skills Acrobatics +5, Acrobatics (When Jumping) +9, Appraise +1, Bluff +2, Climb +11, Craft (Untrained) +1, Diplomacy +2, Disguise +2, Escape Artist +5, Fly +24, Heal +7, Intimidate +2, Perception +31, Perform (Untrained) +2, Ride +5, Sense Motive +12, Stealth +6, Survival +7, Swim +20,
Ability Healing (Ex) A divine guardian heals 1 point of ability damage per round in each damaged ability score.
Blessed Life (Ex) A divine guardian does not age or breathe. It does not require food, drink, or sleep.
Divine Swiftness (Ex) A divine guardian is gifted with incredible speed, granting it a +4 bonus on initiative rolls. In addition, each of the base creature's speeds is doubled. If the base creature has a fly speed, the divine guardian's maneuverability becomes perfect if it was not already. If the divine guardian acquires the air, earth, or water subtype, it gains a fly, burrow, or swim speed equal to its highest speed.
Fast Healing (Ex) You regain hit points at 5 hit points per round. You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Grab (Ex) If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Poison (Ex) You never take poison damage.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Sacred Site (Ex) Each divine guardian is assigned to guard a specific site sacred to the deity that invested it with power. This area may be a structure, a series of structures, or a natural site with clearly defined borders. It can be as large as a city, but in most cases it's a single temple or a sacred grove. Gods don't waste their powers on places that their worshipers can protect, so most divine guardians keep watch over abandoned burial grounds or lost temples. The divine guardian of such a site is charged with protecting it from harm and preventing incursions by those not of the faith. It must keep its vigil until the god deems the guardian's task done. If the divine guardian ever moves out of the area defined as the sacred site, it immediately loses the divine guardian template and any spellcasting ability the deity might have granted from class levels. It cannot regain the template unless it atones for its failure (usually by completing some quest or via an atonement spell) and reenters the site within 1 week. Otherwise, it loses the template permanently, taking 6d6 points of Constitution drain as the years of lost food, drink, and sleep return to it tenfold. A creature that lacks a Constitution score takes 2d6 points of damage per Hit Die from this process. Even if it survives the Constitution drain, the creature can never regain the template.
Created using PCGen 6.08.00 RC10
