Frightful Fridays! Hummingator

Hello! I hoped to post this yesterday, but trees decided to interact with power lines, so my access to the internet was absent for a few hours. It’s been a fairly violent Spring, weather-wise. Speaking of Spring and violence, I’ve got a hummingbird/alligator mashup for you. I hope you enjoy the hummingator!

This creature has beautiful ruby colored wings common to hummingbirds and supporting an alligator’s torso and head.
Hummingator      CR 3
XP 800
N Small animal
Init +2; Senses low-light vision, scent; Perception +6
15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size)
hp 30 (4d8+12)
Fort +7, Ref +6, Will +2
Defensive Abilities evasion
20 ft., fly 40 ft. (good)
Melee bite +6 (1d4+2 plus grab [Medium]), 2 wings +1 (1d3+1)
Special Attacks disorientating spin
14, Dex 15, Con 17, Int 2, Wis 12, Cha 13
Base Atk +3; CMB +4 (+8 grapple); CMD 17
Feats Dodge, Mobility
Skills Acrobatics +6 (+2 to jump), Fly +12, Perception +6
Environment temperate or warm swamps
Organization solitary, pair, or chargregation (2–12)
Treasure none
Disorientating Spin (Ex)
If a flying hummingator begins its turn with an opponent grappled, it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, the hummingator twists in the air, causing the opponent to take a –2 penalty on Dexterity-based skill checks and Reflex saves for 1 round. Additionally, the opponent must succeed on a DC 14 Fortitude save or become sickened for 1 round. The save DC is Dexterity-based.

The hummingators’ appearance suggests a mad wizard’s hybrid creation, but the flying reptilians are naturally occurring creatures, albeit in primal, fey-touched swamps. Scholars speculate ancient fey may have dabbled in the hummingators’ crossbreeding, but no fey have claimed either responsibility for their creation or knowledge of their creators. The animals share the hummingbird’s manic, ceaseless flight, as opposed to the alligator’s languid pace. They are omnivorous, preferring insects and birds they can catch in mid-flight and supplementing their diets with sugar-rich fruits and plants to fuel their metabolisms. Hummingators typically shy away from larger creatures unless they become hungry. In these cases, they hunt by grabbing prey, performing an aerial death roll with their grabbed future meal, and dropping their off-balance prey from a deadly height.

Those who have learned the trick to sustaining hummingators’ appetites employ the creatures as guard animals. However, trainers who have not established a bond with hummingators and leave the animals undernourished find themselves victims of the ravenous creatures.

Hummingator Companions
A hummingator companion gains improved evasion when the character reaches 11th level in the class that grants an animal companion.
Starting Statistics: Size Small; Speed 20 ft., fly 40 ft. (good); Attack bite (1d4 plus grab), 2 wings (1d3); Ability Scores Str 12, Dex 15, Con 15, Int 2, Wis 12, Cha 13; Special Qualities evasion, scent.
4th-Level Advancement: AC +1 natural armor; Ability Scores Str +2, Con +2; Special Qualities disorientating spin.

N Small Beast
+11; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +10, Athletics +9
Str +2, Dex +3, Con +4, Int –5, Wis +1, Cha +1

AC 19; Fort +10, Ref +12, Will +6
HP 54
Evasion When a hummingator rolls a success on a Reflex save, it gets a critical success instead.

Speed 15 feet, fly 30 feet
Melee [one-action] jaws +12, Damage 1d8+8 piercing plus Grab
Melee [one-action] wings +12, Damage 1d6+6 bludgeoning
Disorientating Spin [one-action] Requirement The hummingator must be flying and have a creature grabbed. Effect The hummingator quickly spins in the air, ruining the grabbed creature’s equilibrium. It makes a wings Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it causes the creature to become clumsy 1 for 1 round. If it fails, it releases the creature.

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