Harrier

Defenders of the Faith: A Guidebook to Clerics and Paladins (DF)Updated Supplementals (3.0)

Harrier is a D&D 3.5 spell (Conjuration (Creation)) from DF. On class lists for Druid (Level 3), Druid Variant (Level 3), Druidic Avenger (Level 3), and others. Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: None; Duration: 1 round/level or until target dies; Casting time: 1 standard action.

School
Conjuration (Creation)
Casting Time
1 standard action
Components
V, S
Range
Close (25 ft. + 5 ft./2 levels)
Target
One creature
Duration
1 round/level or until target dies
Saving Throw
None
Spell Resistance
No

Harrier creates an incorporeal magical bird of prey the size of a dire bat (roughly 5 feet long with a 10-foot wingspan). This bird operates independently of the caster for the duration of the spell. When you invoke harrier, choose a target. The bird then attacks the target for the duration of the spell, or until the target dies.

Harrier: CR 3; Large magical beast; HD 4d10; hp 22; Init +5; Spd 20 ft., fly 50 ft. (good); AC 19 (touch 14, flat-footed 9); Atk +9 melee (1d8, energy); Face/Reach 10 ft. by 5 ft./5 ft.; SA Touch attack; SQ Incorporeal; AL N; SV Fort +4, Ref +9, Will +3; Str —, Dex 20, Con —, Int 2, Wis 14, Cha 6.
Skills and Feats: Listen +7, Spot +7; Weapon Finesse (energy).
Touch Attack (Su): The harrier’s attack is a touch attack for the purpose of determining the AC of its target.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.