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From Pathfinder #209: Destroyer's Doom, which isn't enabled.

Great Ironbill

CREATURE 5

The great ironbill, a stork-like creature native to Dirt Sea shores, is known for clapping its fearsome beak to create incredibly loud and unnerving sounds.


Belkzen's megafauna husbandry is a source of orc pride, with many species bred for everyday life. In battle, they provide an edge against foes.

Living Alarm

The great ironbill tends to remain eerily still, making it hard to spot when it stands amongst trees or shadows. Combined with their deafeningly loud calls, properly trained ironbills make excellent guards.


Perception +10; low-light vision
Skills Acrobatics +13, Intimidation +13
Str +5, Dex +5, Con +2, Int -4, Wis +2, Cha +4

AC 22; Fort +9, Ref +15, Will +10
HP 58

Speed 20 feet, fly 40 feet
Melee Beak +15 (agile, unarmed), Damage 2d6+6 bludgeoning
Melee Talon +15 (agile, reach 10, unarmed), Damage 2d6+6 slashing
Clatter

The ironbill snaps its beak together. Creatures within 30 feet take 2d10 sonic damage (DC 22 basic Will save). On a failure, the creature is also Frightened 1 (Frightened 2 on a critical failure).

Flyby Attack

The ironbill Flies and makes a talon Strike at any point along the way.

Standstill

The great ironbill becomes unnervingly still. The next creature the ironbill makes a Strike against is Off-Guard to the ironbill.

Pathfinder #209: Destroyer's DoomORC