Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Blinding Halo
(arcane, aura, light) 30 feet. The solar ibis's halo sheds bright light. Creatures that start their turn in the aura must succeed at a DC 22 Fortitude save or be dazzled for 1 minute. A creature that critically fails its save is instead blinded for 1 minute. Creatures who successfully save are temporarily immune to this effect for 24 hours. The solar ibis can extinguish or resume the halo's light as a single action, which has the concentrate trait.
Ability
Evasion
When a solar ibis succeeds at a Reflex save, it gets a critical success instead.
Ability
Ibis Dive
The solar ibis Flies up to double its fly Speed in a straight line, descends at least 10 feet, and then makes a talon Strike.
Ability
Light Shatter
(arcane, evocation, fire, good, light) The solar ibis detonates its halo, sending shards of burning light in all directions that deal 6d8 fire damage to all creatures in a 20-foot emanation (DC 22 basic Reflex save). The shards deal an extra 6d8 good damage against fiends and undead. The solar ibis can't use Light Shatter again for 1d4 rounds, and its Blinding Halo is extinguished during this time. The halo is restored automatically once the 1d4 rounds have passed.
Offense
Melee
Circumstance: combat round (melee)
beak +18 [+13/+8], Damage 2d10+11 piercing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Language
(can't speak any language)
Mwangi
Sylvan
Perception
darkvision
low-light vision