Huu

Bestiary
''Among the most beautiful creatures of Auron is the Huu. The Huu are extremely peaceful creatures, who tend to dwell in areas with high concentrations of Mist, particularly in mountainous regions. They have the beak of a rooster, the jaw of a swallow, the head of a pheasant, the neck of a snake, the back of a tortoise, the legs of a crane, and the tail of a peacock. Their feathers are beautifully colored with a combination of Red, Blue, Yellow, Black, and White. A beautiful holy flame shrouds the tips of their tails. Legends claim that seeing a Huu is an extremely good omen, and the High Elves of Akharal even worship them, recognizing them as avatars, or perhaps servants of their god, Hin. Although rare, they do appear to the monasteries and shrines dedicated to Hin fairly often, but rarely interact with anything living. If provoked, they usually flee instead of attacking, despite their immense magical power. Though why they run is not certain, as they are supposedly immortal.''

Locations

 * Ogalthis Bluff, Alindae
 * Cliffs of Selfaen, Alindae
 * Sunpoint, Alindae
 * Cliffs of Selfaen, Khuurai

Statblock
Skills: Insight +10, Religion +10

Damage Resistances: Radiant; Bludgeoning, Piercing, and Slashing from non magical weapons

Damage Immunities: Fire

Condition Immunities: --

Senses: blindsight 30 ft., passive Perception 25.

Languages: --

Challenge: 4 (800 XP)

Traits
Celestial Spirit: All of the Huu's attacks are Magical, and deal an additional 3d8 Radiant damage.

Servant of The Sun: The tails of the Huu radiate holy magic; Any undead, fiend, or devil creatures within 60 ft. are Frightened.

Actions
Eternal Flames: The Huu swings it's tails through the air, using them like whips of holy flames. Melee Weapon Attack: +4 to hit, reach 10 ft., one-five targets. Hit: 12 (2d4 + 4) slashing damage, as well as 12 (2d4 + 4) fire damage per hit

Hincall: Calling upon the God of the Sun, a holy flame tears through the sky, filling the air with streaks of fire. Each creature of its choice in a 20-foot radius must make a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.