Swan (CR 1)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision, Listen +6, and Spot +6
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 1d8+2 (6 hp)
Fort +2, Ref +5, Will +0
Speed: 10 ft., fly 50 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +0; Grapple +0
Attack: Wing +3 melee; or bill +2 melee
Full Attack: 2 wings +3 melee, bill +2 melee
Damage: Wing 1, bill 1d2
Special Attacks/Actions: Blind
Abilities: Str 10, Dex 16, Con 14, Int 2, Wis 11, Cha 10
Feats: Weapon Finesse
Skills: Listen +6, Spot +6, and Swim +6
Advancement: 2-3 HD (Medium-Size)
Climate/Terrain: Temperate marsh and aquatic
Organization: Solitary or flock (2-16)
Swans are beautiful aquatic birds that inhabit rivers, ponds, lakes, and marshes. These avians are peaceful creatures, and spend most of their time floating on the water in family groups. If a lone swan is encountered, it is always male, but otherwise a group of swans is formed of mated pairs and their young. Very rarely, a swanmay will be found swimming with a flock of swans, in her swan form.
Swans are not aggressive and will usually fly or swim away when threatened. If their acute senses detect intruders, all swans join in a loud warning chorus and flee. They will, however, defend a nest of eggs or their young. In combat, the adult swans attack forcefully with a flying leap, trying to blind and disorient the intruder.
Blind (Ex): If a swan hits an opponent with any of its wing or bill attacks, the opponent will be blinded and confused for that round and the following one, if he fails a Reflex save (DC 12).
Skills: Swans receive a +6 racial bonus to Listen and Spot checks.