Solar Crow
CREATURE 10These enormous three-legged elementals resemble crows with flaming feathers, said to shine as bright as the sun. They nest in the smoldering Forest of Mulberry Coals, living in flocks of eight to a dozen, with ten being the most common.
The ifrits of the Dominion of Flame conscript even more of the plane's fire elementals in preparation for new wars in the returned planes, even mobilizing ones that rarely travel near settlements.
Story Of Infamy
Ancient tales from dragon-ruled Tian Xia tell of a flock of solar crows who wreaked havoc upon the Plane of Wood, driving an herb that could grant immortality to extinction before coming to terrorize Tian Xia itself. All but one of the crows were then shot down by a legendary archer.
Smoke doesn't impair a solar crow's vision; they ignore the Concealed condition from smoke.
25 feet. The solar crow casts bright light in a 25-foot emanation (and dim light for the next 25 feet).
The solar crow expands its wings and unleashes blazing hot, blinding light in a 120-foot emanation. Each creature in the area takes 9d6 fire damage with a DC 29 Reflex save. The crow can't use Blinding Heat again for 1d4 rounds, and its glow aura is deactivated during this time.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Dazzled for 1 round.
Failure The creature takes full damage and is Blinded for 1 round.
Critical Failure The creature takes double damage and is blinded for 1 minute.
A creature Grabbed by the solar crow takes 1d4 persistent fire damage. It can't recover from this damage while grabbed by the crow.
A solar crow can Fly at half Speed while it has a creature Grabbed or Restrained in its talons, carrying that creature along with it.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.