Large magical beast; chaotic
Armor Class: 16
Hit Dice: 8 (36 hp)
Attacks: 2 beaks (1d8 each) and 1 wing bash (1d6+2)
BtH: +7
Movement: 90’ (30’)
Swimming: 120’ (40’)
Flying: 150’ (50’)
Saving Throws: D8 W9 P10 B10 S12
Morale: 10
Alignment: Chaotic
XP: 1,150
Number Appearing: 1 (1d2)
Treasure Type: F
Aquatic: Swanmeras breathe both air and water and move through water without penalty.
Three-Headed Awareness: The three heads constantly watch in different directions. A swanmera is surprised only on a roll of 1-in-6.
It gains +1 on initiative rolls when fighting creatures it can see.
Reactive Heads: The swanmera gains a +2 bonus to saving throws against charm, fear, sleep, paralysis, stunning, and effects that impair its senses.
Effects that would incapacitate a creature through only one head—such as magical blindness or deafness—normally affect only one head, at the referee’s discretion.
Wing Bash: A creature struck by the swanmera’s wing bash must save versus Paralysis or be knocked to the ground.
A fallen creature must spend its movement on its next turn standing and suffers –2 AC against melee attacks until it does so.
HONK!
Once per day, all three heads rear back and unleash a hideous supernatural honk.
The blast fills a 30’ cone. Creatures within the area must save versus Spells or flee in terror for 1d4 rounds.
Creatures unable to flee must instead suffer –2 to attack rolls and saving throws for the same duration.
Creatures of 8 HD or greater are immune.
Lightning Breath
The swanmera may breathe lightning three times per day, but no more than once per round.
The lightning forms a 60’ long, 5’ wide line. All creatures caught within it suffer 6d6 electrical damage, with a save versus Breath Attacks for half damage.
Combat
A swanmera is loud, ill-tempered, territorial, and distressingly aggressive.
It typically opens combat with HONK! if faced with numerous enemies, then takes to the air or water and attacks vulnerable creatures with its three-headed assault.
Against obviously powerful opponents, it prefers lightning breath before closing into melee.
Swanmeras are intelligent enough to recognize missile weapons, spellcasters, and obvious threats, but their plans seldom become more sophisticated than “that one looks particularly deserving of three angry swans.”
- Swanmera are terrifying protectors of druid glades and sylph ponds, created by the most powerful members of the fey and sylvan courts who take three swan eggs, one from different nests of blessed swans in order to enchant and fuse the essence of life within the eggs to form the Swanmera. Its appearance is that of three swan heads joined in a large swan body, honking, hissing, and pecking at targets.
- The beak of Swanmera is hard and pointed with the striking power of a greatsword. It can split armor and counts as a magical weapon in order to strike and kill fiends. Lesser enemies are also subject to the powerful HONK that a Swanmera's three heads can release, making targets tremble in terror. The Swanmera are born with an innate breath weapon and are able to channel bolts of lighting through the center head of the trio.
- Although the Swanmera is born with an innate desire to protect the glade or spring that they were born at, the chaotic energies harnessed in their creation can at times make them a threat to their allies. It is best to guide the Swanmera to the direction of the enemy and then stay out of the Swanmera's way. Until there is an enemy present, most gladewardens advise apprentice druids or lesser fey to steer clear of a Swanmera as it patrols an area.

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