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Heraldic Servant

by Jamie Baty

(The below is directly from the SCMC)

As a reward for a successful quest, sometimes Immortals bestow a heraldic servant to the head of a deserving noble family or a warrior in their service. The servant is incorporated into the design of the family coat of arms, remaining as part of the inheritance when the original bearer passes away.
These servants are highly intelligent, bestow special abilities on their bearers, and provide services as required. Twenty-one types of heraldic servants are known to exist. Some are noted only in legends and family histories, but 18 are currently serving bearers along the Savage Coast. More than one of each type of heraldic servant may be reported, but each servant is unique created by an Immortal for a particular family.

Heraldic servants each possess three forms: one inactive and two active.
The inactive form appears on the coat of arms; it can be worked into the design however a person wishes as the central element on the shield, part of the crest, or as one of the supporters. For example, the Emperor of Eusdria displays his eagle servant as the main feature on his coat of arms. The eagle is fully spread out, its wings and tail dividing the field into three areas. Regardless of how many times a servant appears on the coat of arms, only one such creature can be summoned.

The primary active form of the heraldic servant is a man-sized version of the creature (regardless of original size). Perfectly formed, each has abilities and magical powers roughly comparable to their real world equivalents. All heraldic servants possess a High Intelligent or better.

The second active form is a humanoid one, retaining characteristics that relate to the natural form. For example, the humanoid form of the dragon is covered in scales, still possesses deadly claws, and retains facial features consistent with a dragon.

Heraldic servants attack with natural weapons when in their true forms. Those who would seem to be out of their element, like the dolphin servant of Savaria's Baroness, are suspended in magical fields that allow them to approximate normal movement. Combat statistics such as AC and hit points never change between natural and humanoid form, but methods of physical attack might. All servants have special magical abilities of some type, from spell immunities to breath weapons; these are available in either form unless otherwise noted.

A heraldic servant will willingly wade into battle if its bearer so orders; if in one of its active forms, the servant automatically moves to defend the bearer unless specifically ordered not to interfere. However, because the heraldic servant is such an immense sign of prestige and because it can be killed, it is usually relegated to the safer activities of heralds or emissaries. Heraldic servants can only be killed when in active form.

A heraldic servant may be summoned at any time by its rightful bearer. The rightful bearer is the person originally granted the heraldic servant or the head of the family after the original bearer's passing. If three successive generations prove themselves unworthy according to the judgment of the Immortal, the servant will be taken away and not returned until two successive generations prove their worth. A deceased servant is withheld until that bearer passes on and a new generation assumes control of the family line, at which time it returns, appearing at the deathbed.

The heraldic servant is devoted to its bearer. They never entertain notions of freedom or treachery, and their alignments will either remain neutral or match those of the bearers. The creatures prefer their natural forms, but hold no resentment at being forced to become humanoid. Heraldic servants are magical creatures, requiring no food or sleep. A heraldic servant does not normally collect treasure, though it might be carrying valuables belonging to its bearer, and it never gains experience. A servant could appear in any climate or terrain, though bearers rarely allow their servants to range very far.

When taking on an active form, the heraldic servant seems to emerge directly from its position on the coat of arms. When returning, the servant must touch the coat of arms it is to become part of. In this manner, the servant may be transferred to a new coat of arms.

Auroch Servant
SCMC
Medium Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armour Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +7/+13
Attack: Natural Form: Gore +13 melee (1d6 +6); Humanoid Form: Halberd +13 melee (1d10 +9)
Full Attack: Natural Form: Gore +13 melee (1d6 +6), Humanoid Form: Halberd +13/+8 melee (1d10 +9)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Powerful charge, trample
Special Qualities: Alternate form, darkvision 60ft., heraldic bond, immunity to mind-affecting effects, low-light vision, spell resistance 17, telepathic link
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 22, Dex 11, Con 15, Int 13, Wis 16, Cha 14
Skills: Diplomacy +7, Heal +5, Knowledge (nobility) +6, Listen +8, Search +4, Sense Motive +8, Spot +8
Feats: Cleave, Improved Bull Rush, Power Attack
Environment: Any land
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The aurochs looks very much like a buffalo or bison. Its body is covered in coarse brown hair, and it has horns and close-set, black eyes. The head of the beast is covered in black, shaggy hair that hangs down in a thick beard across its chest. Its humanoid form looks very much like a minotaur, only with aurochs colouring.
Baron Calturix of Nemausa is the only known bearer of the auroch servant, though many consider him unworthy.

Combat
The auroch servant in natural form attacks using its horns. It can charge and trample foes.
As a humanoid, the auroch servant carries a halberd. It can also choose to use a battle axe, or lance (even a magical ones) if given one by its master. Whatever weapon it holds when reverting to natural form is the weapon it will possess the next time it becomes a humanoid.

Powerful Charge (Ex): When an Auroch servant in natural form makes a charge, its it gains a +4 bonus (instead of the normal +2) to the gore attack and the gore attack deals 2d6 damage in addition to the normal benefits and hazards of a charge.

Trample (Ex): As a full-round action, an Auroch servant in natural form can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Auroch servant merely has to move over the opponents in its path; any creature whose space is completely covered by the Auroch servant's space is subject to the trample attack. If a target's space is larger than 5 feet, it is only considered trampled if the Auroch servant moves over all the squares it occupies.
The trample attack deals 2d4+9 bludgeoning damage. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against DC19 (Str based).
In addition, an Auroch servant that charges a single foe while in natural form may inflict trampling damage against that foe in addition to the normal charge damage.

Alternate Form (Su): An Auroch servant has three forms, two active forms and one inactive form. The first form is its natural form of an auroch. The second form is a humanoid with auroch features. The inactive form is part of a coat-of-arms. In this form, the Auroch servant cannot be harmed.

Heraldic Bond (Su): An Auroch servant grants its bearer several abilities and bonuses, depending on its form.
While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR17
• Immunity to all Mind-Affecting Effects.
When in an active form, the bearer gains the following (in addition to those benefits listed above):
• +2 damage when using a halberd, battle-axe or lance

Immunity to Mind-Affecting Effects (Ex): An Auroch servant is immune to all mind-affecting effects, spells, and spell-like abilities (charms, compulsions, phantasms, patterns, and morale effects.)

Telepathic Link (Su): While in an active form, a Auroch servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Auroch servants never acquire Legacies or become Afflicted.

Bear Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+39 (72 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares) upright; 45 ft. (9 squares) on all fours or in humanoid form
Armour Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Claw +14 melee (1d10 +8)
Full Attack: 2 Claw +14 melee (1d10 +8) and bite +9 melee (2d8 +4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Hug, improved grab
Special Qualities: Alternate form, darkvision 60ft., heraldic bond, low-light vision, immunities, spell resistance 16, spell-like abilities, telepathic link, vulnerability to sleep
Saves: Fort +11, Ref +6, Will +8
Abilities: Str 27, Dex 12, Con 22, Int 14, Wis 18, Cha 14
Skills: Diplomacy +8, Heal +7, Knowledge (nobility) +8, Listen +10, Search +5, Sense Motive +10, Spot +10, Swim +12
Feats: Iron Will, Power Attack, Toughness
Environment: Any land
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The bear servant is covered in dark brown fur with light brown highlights around its eyes and paws. It typically walks upright, especially in combat, but can drop down to all fours for a better movement rate. Its humanoid form is not so very different; it becomes a tall, stocky human with the pinched face of a bear, claws for hands, and a light covering of fur over its body.
The only known bearer of this heraldic servant is the Count of Harstal.

Combat
This creature possesses tremendous strength and has razor sharp teeth, which together account for its ability to inflict massive amounts of damage. In both forms, this servant attacks with its front claws and a vicious bite. In its natural form, the bear can attempt a hug if both claw attack hits.

Hug (Ex): A Bear servant may automatically inflict claw and bite damage to a grappled foe.

Improved Grab (Ex): If a Bear servant in its natural form hits an opponent with both its claw attacks, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. On the following round, it may hug its victim

Alternate Form (Su): A Bear servant has three forms, two active forms and one inactive form. The first form is its natural form of a bear. The second form is a humanoid with bear features. The inactive form is part of a coat-of-arms. In this form, the Bear servant cannot be harmed.

Heraldic Bond (Su): A Bear servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR16
• Immunity to all Charm and Hold effects.
• constantly under the effect of a Bear's Endurance spell

Immunities (Ex): A Bear servant is immune to Charm and Hold spells and effects.

Spell-like Abilities (Sp): 3/day: Hold Person. CL 6. Save DCs are Cha based.

Telepathic Link (Su): While in an active form, a Bear servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Vulnerability to Sleep (Ex): A Bear servant has a -2 penalty to any save vs a sleep effect. If it fails the save, it must return to inactive form by the fastest means possible. It cannot become active again until 10 minutes have past.

Skills: A Bear servant has a +4 racial bonus on Swim checks.

The Red Curse
Bear servants never acquire Legacies or become Afflicted.

Bee Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +4 (+4 Dex)
Speed: Natural Form: 20 ft. (4 squares), fly 90 ft. (average); Humanoid Form: 40 ft. (8 squares), fly 60 ft. (average)
Armour Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +6/+6
Attack: Natural Form: Sting +10 melee (2d6 plus poison); Humanoid Form: dagger +10 melee (1d4) or touch +10 melee touch (2d6 plus poison)
Full Attack: Natural Form: Sting +10 melee (2d6 plus poison); Humanoid Form: dagger +10/+5 melee (1d4) and touch +5 melee touch (2d6 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Fear aura, poison
Special Qualities: Alternate form, darkvision 90ft., heraldic bond, low-light vision, spell resistance 18, telepathic link
Saves: Fort +9, Ref +9, Will +4
Abilities: Str 10, Dex 19, Con 18, Int 16, Wis 15, Cha 13
Skills: Diplomacy +9, Heal +8, Knowledge (nobility) +11, Listen +10, Search +8, Sense Motive +8, Spot +10
Feats: Alertness, Combat Reflexes, Weapon Finesse
Environment: Any land
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This creature looks like a man-sized bumblebee. Its body has two segments, the thorax supporting six large legs and a pair of wings with an 8-foot wingspan. The abdomen, which boasts the creature's large stinger, is much larger. The head has two manipulative feelers near its mouth and large, multifaceted eyes. Short, yellow, bristly hair covers most of the body, but the lower abdomen is striped with thick bands of yellow and black.
In humanoid form, the creature retains the wings and multifaceted eyes. Otherwise, it appears human except for yellow and black striped, bristly hair.
Magus Rex, Wizard King of Herath is the only known bearer of this heraldic servant.

Combat

In combat, the bee servant can sting in its natural form. This sting is poisonous. In humanoid form the bee servant loses its stinger but can attempt to touch an opponent, thereby inflicting the poison effect. The bee in humanoid form can also wield a dagger with proficiency.
Bee servants are intelligent foes and will ignore those foes paralysed through its aura or poison in order to focus on active threats.

Fear Aura (Su): The bee servant radiates an aura of fear with a 10ft radius. Any foe attacking it or its beared within 10ft of the servant must make a DC 14 (Cha based) Will save or be paralysed with fear for 1d6 rounds.

Poison (Ex): A bee servant can deliver a dangerous poison through its sting in natural form and a touch in humanoid form. The victim must make a Fort save vs DC 17 (Con based). If successful, the victim suffers an additional 2d6 damage. If failed, the victim suffers 5d4 damage and is paralysed for one round.

Alternate Form (Su): A Bee servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size bee. The second form is a humanoid with bee features. The inactive form is part of a coat-of-arms. In this form, the Bee servant cannot be harmed.

Heraldic Bond (Su): A Bee servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR18
• Poison Touch (Ex): 3/day the bearer may make a touch attack against a foe. The attack causes 1d6 damage and the victim must make a Fort save vs DC 17. If successful, the victim suffers another 1d6 damage. If failed, the victim suffers 3d4 damage and is paralysed for 1 round.
• Fear Aura (Su): 1/day the bearer may radiate a 10ft radius fear aura. Any foe within 10ft must make a DC 14 Will save or be paralysed with fear for 1d6 rounds. This aura lasts for 10 rounds.

Telepathic Link (Su): While in an active form, a Bee servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Bee servants never acquire Legacies or become Afflicted.

Dolphin Servant
SCMC
Medium Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +3 (+3 Dex)
Speed: Natural Form: 50 ft. (10 squares), swim 70 ft. (14 squares); Humanoid Form: 40 ft. (8 squares), swim 40 ft. (8 squares)
Armour Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Natural Form: Ram +7 melee (2d4); Humanoid Form: by spell or weapon
Full Attack: Natural Form: Ram +7 melee (2d4); Humanoid Form: by spell or weapon
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spells
Special Qualities: Alternate form, darkvision 60ft., heraldic bond, low-light vision, noble blessing, spell resistance 14, telepathic link
Saves: Fort +10, Ref +9, Will +6
Abilities: Str 11, Dex 16, Con 18, Int 17, Wis 16, Cha 13
Skills: Diplomacy +6, Knowledge (arcana) +6, Knowledge (nobility) +8, Listen +8, Search +8, Sense Motive +8, Spellcraft +6, Spot +8, Swim +8
Feats: Alertness, Weapon Finesse
Environment: Any land
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

As one would expect, this heraldic servant looks like a large dolphin with tough, blue-grey skin, a white underbelly, and some light blue streaks along its sides. It can move with incredible speed, hovering a few feet off the ground and propelling itself as if swimming. In humanoid form, it appears mostly human with webbed fingers and toes, gills just under the jaw line, blue-grey skin, and no body hair. The dolphin servant can still communicate with other dolphins while in this humanoid form.
The Baroness of Savaria is the dolphin servant's only known bearer.

Combat
The dolphin servant is a spellcaster, able to work magic as an 8th-level wizard regardless of active form. In its natural state it cannot use spells which require material components, but flipper motions and dolphin speech suffice for the somatic and verbal components. As a humanoid it is suitably robed, can carry material components, and often possesses two minor magical items (such as wands). The dolphin servant has no spell book but can be provided with one that will be magically absorbed when transforming into its natural form.
The dolphin servant uses a hard-hitting ram attack in its natural form. As a humanoid, it can wield any weapon available to the wizard class.

Spells: A Dolphin servant casts spells as a 8th level wizard. It may cast up to 4/5/4/4/2 spells per day. All spells must be memorised from a spellbook.

Alternate Form (Su): A Dolphin servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size dolphin. The second form is a humanoid with dolphin-like features. The inactive form is part of a coat-of-arms. In this form, the Dolphin servant cannot be harmed.

Heraldic Bond (Su): A Dolphin servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR14
• Additional +2 bonus to all saving throws.
When in an active form, the bearer gains the following (in addition to those benefits listed above):
• bearer is constantly under the effect of a water breathing spell
• bearer may cast any cantrip or 1st level spell memorised by the Dolphin servant.

Noble Blessing (Ex): A Dolphin servant receives a +2 bonus to all saving throws (included above).

Telepathic Link (Su): While in an active form, a Dolphin servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: A dolphin servant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The Red Curse
Dolphin servants never acquire Legacies or become Afflicted.

Dragon Servant
SCMC
Medium Magical Beast
Hit Dice: 7d10+49 (87 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 80 ft. (average)
Armour Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +7/+11
Attack: Natural Form: Bite +11 melee (3d6 +4);
Humanoid Form: +3 Greatsword +14 melee (1d10+9) or 1 bite +11 melee (2d6+4)
Full Attack: Natural Form: Bite +11 melee (3d6 +4) and 2 claw +6 melee (1d10 +2) and tail +6 melee (2d6 +2);
Humanoid Form: +3 Greatsword +14/+9 melee (1d10+9) and 1 bite +6 melee (2d6 +2) or 1 bite +11 melee (2d6+4) and 2 claws +6 melee (1d6 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Breath weapon
Special Qualities: Alternate form, darkvision 60ft., heraldic bond, immunity to fire, low-light vision, spell resistance 14, telepathic link
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 19, Dex 11, Con 24, Int 13, Wis 16, Cha 14
Skills: Diplomacy +7, Knowledge (nobility) +6, Listen +10, Sense Motive +8, Spot +10
Feats: Alertness, Cleave, Power Attack
Environment: Any land
Organisation: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: -

This heraldic servant is a small dragon, standing six feet tall. This servant has iridescent green scales and the usual dragon features, including a large set of leathery wings.
As a humanoid, the dragon loses the wings, tail, and much of its mass. It is still covered in scales and possesses vicious, claw-like hands; bright, amber eyes; and an extended mouth filled with sharp teeth.
The only known bearer of the dragon servant is the King of Robrenn, who allows the dragon to spend a lot of time in natural form. The dragon servant is perhaps the most prestigious of the heraldic servants, truly rivalled only by the unicorn and the phoenix.

Combat
Similar to a regular dragon, the dragon servant attacks with its claws and teeth. It can tail slap anyone standing behind it as well, and three times a day, it can let loose a fiery breath weapon As a humanoid, the dragon servant relies on its natural weapons or a two-handed sword.

Breath Weapon (Su): 3/day a Dragon servant may breath a 20ft cone of fire. This inflicts 6d8 fire damage to all in the area of effect. Victims are allowed a Fort save vs DC 20 to suffer half damage. It may use this ability in both natural and humanoid form.

Alternate Form (Su): A Dragon servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size dragon. The second form is a humanoid with dragon-like features. The inactive form is part of a coat-of-arms. In this form, the Dragon servant cannot be harmed.

Heraldic Bond (Su): A Dragon servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +2 to all attack rolls, damage rolls, saves and skill checks
• +20 hp
• SR14
When in an active form, the bearer gains the following (in addition to those benefits listed above):
• bearer has 100% immunity to fire damage.

Telepathic Link (Su): While in an active form, a Dragon servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Dragon servants never acquire Legacies or become Afflicted.

Eagle Servant
SCMC
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3 (+3 Dex)
Speed: Natural Form: 15 ft. (3 squares), fly 120 ft. (average);
Humanoid Form: 25 ft. (5 squares), fly 100 ft. (average)
Armour Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +5/+5
Attack: Natural Form: Bite +5 melee (2d6);
Humanoid Form: Longsword +5 melee (1d8) or claw +5 melee (1d6)
Full Attack: Natural Form: Bite +5 melee (2d6) and 2 claw +0 melee (1d8);
Humanoid Form: Longsword +5 melee (1d8) and claw +0 melee (1d6) or 2 claw +5 melee (1d6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Dive
Special Qualities: Alternate form, darkvision 120ft., heraldic bond, keen senses, low-light vision, majestic aura, spell resistance 17, telepathic link
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 11, Dex 17, Con 14, Int 16, Wis 17, Cha 18
Skills: Diplomacy +10, Heal +8, Knowledge (nobility) +9, Listen +11, Search +8, Sense Motive +9, Spot +15
Feats: Alertness, Flyby Attack
Environment: Any land
Organisation: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: -

The eagle servant stands as tall as a man, with a wingspan of over 15 feet. The feathers are all dark brown with the hint of gold at their very tip, except for the snow-white head. The eagle servant's strong beak and claws can actually puncture plate-mail armour. In humanoid form, this servant could be mistaken for an ee'aar; it has a humanoid body with white feathers for hair, taloned feet, and two dark gold wings folded back behind it.
The Emperor of Eusdria is the bearer of this heraldic servant.

Combat
When in natural form, Eagle servants prefer to dive at targets and attack with their claws. In humanoid form, they often will dive onto foes, then engage in melee using a long sword in one hand and one claw as a secondary attack.

Dive (Ex): If an Eagle servant makes a charge while flying, it may attack with both claw attacks. These attacks receive a +4 attack bonus and inflict double damage. This ability can be used in both natural and humanoid form.

Alternate Form (Su): An Eagle servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size eagle. The second form is a humanoid with eagle-like features. The inactive form is part of a coat-of-arms. In this form, the Eagle servant cannot be harmed.

Heraldic Bond (Su): An Eagle servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR17
• the bearer receives a +4 bonus to all Spot checks
• Majestic Aura (Su): The bearer may activate this ability 3/day for one round. Every foe of the bearer must make a Will save vs DC 18. If failed, the victim cannot attack the bearer that round.

Keen Senses (Ex): An Eagle servant sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Majestic Aura (Su): Every round, every foe of the Eagle servant must make a Will save vs DC 18 (Cha based, +2 racial bonus). If failed, the victim cannot attack the Eagle servant that round. This ability is only active while in natural form. Any creature directly attacked by the Eagle servant is immune to effect of the majestic aura.

Telepathic Link (Su): While in an active form, an Eagle servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: Eagle servants have a +4 bonus to all Spot skill checks.

The Red Curse
Eagle servants never acquire Legacies or become Afflicted.

Griffon Servant
SCMC
Medium Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +4 (+4 Dex)
Speed: Natural Form: 30 ft. (6 squares), fly 80 ft. (average)
Humanoid Form: 40 ft. (8 squares), fly 80 ft. (average)
Armour Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +7/+8
Attack: Claw +8 melee (1d4 +1)
Full Attack: 2 Claw +8 melee (1d4 +1) and bite +3 melee (2d8)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Pounce
Special Qualities: Alternate form, Damage reduction 10/magic, darkvision 60ft., heraldic bond, low-light vision, scent, spell resistance 16, spell-like abilities, telepathic link
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 13, Dex 18, Con 15, Int 16, Wis 15, Cha 18
Skills: Diplomacy +11, Heal +9, Knowledge (nobility) +11, Listen +11, Search +10, Sense Motive +9, Spot +15
Feats: Alertness, Flyby Attack, Iron Will
Environment: Any land
Organisation: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

Griffons are known as much for their fierce and tenacious approach to combat as they are for their haughty attitude; the griffon servant is no exception. Griffons possess characteristics from two different animals, both majestic in their own right. The griffon servant has the lower body of a lion, with powerful rear legs and a tail, all covered in dusky yellow fur. Its upper body is that of an eagle, including a powerful beak and a large set of wings. This servant stands seven feet tall, large enough to carry a rider. Its humanoid form is several hundred pounds lighter and walks upright.
There are two known bearers of the griffon: the Margrave of Zvornik and the Duke of Pachester. Both use the griffin as a ceremonial steed, decked out in gems and jewellery. The Duke has also outfitted his with a magical saddle and harness.

Combat
The griffon has superior smell and sight. Once in combat, the griffon does not stop until it or its opponent lies dead, or until its bearer calls it back. The griffon usually attacks from the sky, making a raking pass with its claws before landing and attacking with its beak and both claws.
The Griffon servant in either its natural or humanoid form may be the target of its enlarge person spell-like ability.

Pounce (Ex): When a Griffon servant in natural form makes a charge will flying, it can follow with a full attack.

Alternate Form (Su): A Griffon servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size griffon. The second form is a humanoid with griffon-like features. The inactive form is part of a coat-of-arms. In this form, the Griffon servant cannot be harmed.

Damage Reduction (Su): A Griffon servant has damage reduction of 10/magic. Its natural attacks are treated as magically for the purposes of bypassing damage reduction.

Heraldic Bond (Su): A Griffon servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR16
When in an active form, the bearer gains the following (in addition to those benefits listed above):
• DR 10/magic

Scent (Ex): This special quality allows a Griffon servant to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Spell-like Abilities (Sp): At will: enlarge person; 3/day: gust of wind, whispering wind. CL 7th. All DCs are Charisma based.

Telepathic Link (Su): While in an active form, a Griffon servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: A Griffon servant has a +4 racial bonus to all Spot checks.

The Red Curse
Griffon servants never acquire Legacies or become Afflicted.

Horse Servant
SCMC
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares), fly 40 ft. (average)
Armour Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+7
Attack: Natural Form: Hoof +7 melee (1d8 +2) or Bite +7 melee (1d6+2);
Humanoid Form: dire mace +7 melee (1d8+2)
Full Attack: Natural Form: 2 Hooves +7 melee (1d8 +2) and bite +2 melee (1d6 +1);
Humanoid Form: dire mace +5 melee (1d8+2) and +5 melee (1d8+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Alternate form, darkvision 60ft., flight, heraldic bond, low-light vision, regeneration 1, spell resistance 18, telepathic link
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 15, Dex 15, Con 14, Int 14, Wis 13, Cha 14
Skills: Diplomacy +6, Heal +5, Knowledge (nobility) +6, Listen +7, Search +6, Sense Motive +5, Spot +7
Feats: Endurance, Exotic Weapon Proficiency (dire mace) (B), Run, Two-Weapon Fighting (B)
Environment: Any land
Organisation: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

These heraldic servants are either the darkest black or the purest white. Though they are a bit small for horses, medium-size humanoids can ride them with little difficulty. In humanoid form, they appear as white- or black-skinned humans, with a thin mane of long hair running from the brow to the base of the neck in the place of regular hair.
This heraldic servant possesses a magical form of flight, walking or galloping into the air as it would higher ground. The horse's flight works only while being ridden by its bearer, who must telepathically command it to do this.
The only known bearers of this heraldic servant are the Duke of Cimarron and the Baron of Mohesia.

Combat
The heraldic horse fights as a warhorse would; as its rider attacks, it is able to rear up and use its teeth and front hooves. In the servant's humanoid form, it magically produces a common, dire mace. The Horse servant may be given barding to wear in Natural form, and this barding will magically convert into armour for the Humanoid form.

Alternate Form (Su): A Horse servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size horse. The second form is a humanoid with horse-like features. The inactive form is part of a coat-of-arms. In this form, the Horse servant cannot be harmed.

Flight (Su): A Horse servant can cease or resume flight as a free action. The ability is supernatural, it becomes ineffective in an antimagic field, and the Horse servant loses its ability to fly for as long as the antimagic effect persists.

Heraldic Bond (Su): A Horse servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR18
When in an active form, the bearer gains the following (in addition to those benefits listed above):
• Regeneration (Ex): The bearer of the Horse servant is difficult to kill. Damage dealt to the bearer is treated as nonlethal damage and he automatically heals nonlethal damage at the rate of 1 hp per round. Fire and acid deal lethal damage to the bearer, which doesn't go away. The bearer can regrow lost portions of their bodies and can reattach severed limbs or body parts.

Regeneration (Ex): A Horse servant is difficult to kill. Damage dealt to the Horse servant is treated as nonlethal damage and it automatically heals nonlethal damage at the rate of 1 hp per round. Fire and acid deal lethal damage to the Horse servant, which doesn't go away. The Horse servant can regrow lost portions of their bodies and can reattach severed limbs or body parts.

Telepathic Link (Su): While in an active form, a Horse servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Horse servants never acquire Legacies or become Afflicted.

Lion Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +2 (+2 Dex)
Speed: 45 ft. (9 squares)
Armour Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d10 +2)
Full Attack: Bite +8 melee (1d10 +2) and 2 claw +3 melee (1d4 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eviscerate, pounce, roar
Special Qualities: Alternate form, darkvision 60ft., heraldic bond, low-light vision, scent, spell resistance 16, telepathic link
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 15, Dex 14, Con 17, Int 16, Wis 15, Cha 14
Skills: Diplomacy +7, Hide +9, Knowledge (nobility) +8, Listen +17, Move Silently +17, Search +8, Sense Motive +7, Spot +17, Survival +7
Feats: Alertness, Power Attack, Stealthy
Environment: Any land
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This servant is a fairly large version of a common lion, with dusky yellow fur, great claws, and a mouth full of sharp teeth. The male lion servant possesses a large mane of reddish-brown hair, but the female does not. In its humanoid form, this servant looks very much like a rakasta, with slightly more pronounced claws and a face that shows the strong characteristics of a lion.
The Queen of Bellayne, the Lord Governor of Leγoηa, and the Margrave of Hojah are all known bearers of this heraldic servant.

Combat
This servant is a very alert creature and is able to move fairly stealthily, even through a battlefield. Striking from stealth when possible, it attacks with both a bite and its front claws. If both claw attacks are successful during the same round, the lion servant eviscerates its victim.
A Lion servant is proficient with Light, Medium, and Heavy armour and with all shields. However it may only wear armour in humanoid form.

Eviscerate (Ex): While in natural form, if a Lion servant hits an opponent with its two claws attacks, it may cause an additional 2d12+2 damage by ripping at the victim with its rear claws.

Pounce (Ex): While in natural form, when a Lion servant makes a charge, it can follow with a full attack.

Roar (Ex): 5/day a Lion servant may roar. Any foe within 30ft of the servant must make a Will save vs DC 15 (Cha based) or be stunned for 1d4 rounds.

Alternate Form (Su): A Lion servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size lion. The second form is a humanoid with leonine features. The inactive form is part of a coat-of-arms. In this form, the Lion servant cannot be harmed.

Heraldic Bond (Su): A Lion servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR16
• +10 to War Machine BR on any forced directly under the bearer's command
• Greater Heroism (Sp): 3/day the bearer may activate the effects of a greater heroism spell. It may only target the bearer, but in all other respects is identical to the spell. Caster level 12th.

Scent (Ex): This special quality allows a Lion servant to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Telepathic Link (Su): While in an active form, a Lion servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: Lion servants have a +8 racial bonus to all Listen, Move Silently and Spot checks.

The Red Curse
Lion servants never acquire Legacies or become Afflicted.

Phoenix Servant
SCMC
Medium Magical Beast
Hit Dice: 8d10+24 (68 hp)
Initiative: +6 (+6 Dex)
Speed: Natural Form: 20 ft. (4 squares), fly 80 ft. (average); Humanoid Form: 30 ft. (6 squares), fly 40 ft. (good)
Armour Class: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +8/+8
Attack: Bite +14 melee (2d8)
Full Attack: Bite +14 melee (2d8) and 2 claw +9 melee (1d10)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Immolation
Special Qualities: Alternate form, darkvision 60ft., fast healing 3, heraldic bond, immunity to fire, low-light vision, rise from the ashes, spell resistance 16, telepathic link
Saves: Fort +9, Ref +12, Will +6
Abilities: Str 10, Dex 22, Con 16, Int 13, Wis 18, Cha 14
Skills: Diplomacy +7, Heal +8, Knowledge (nobility) +5, Listen +8, Search +5, Sense Motive +8, Spot +8, Survival +8
Feats: Dodge, Flyby Attack, Weapon Finesse
Environment: Any land
Organisation: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This heraldic servant appears as a bird with beautiful violet, scarlet, crimson, and orange plumage. It has gem-like talons and a beak of sapphire blue, and its eyes glow a deep ruby. In humanoid form, its body is distinguished by winged arms which end in raking claws, a face with blue-gem beak, and ruby eyes. Its hair and wings retain their bright and violent colours.
The Priest-King of Eshu (ruler of the enduks) is the bearer of the phoenix servant.

Combat
The phoenix attacks with talons and beak unless on the ground, in which case only the beak can hit. In humanoid form, the phoenix can fight with all three attacks.

Immolation (Su): 5/day a Phoenix servant can take a full round action to wreath itself in flames for one round. Every creature within 10ft of the servant immediately suffers 8d6 fire damage. A Fortitude save vs DC 17 (Con based) is allowed for half damage.

Alternate Form (Su): A Phoenix servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size phoenix. The second form is a humanoid with a phoenix's features. The inactive form is part of a coat-of-arms. In this form, the Phoenix servant cannot be harmed.

Heraldic Bond (Su): A Phoenix servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +2 to all attack rolls, damage rolls, saves and skill checks
• +20 hp
• SR16
• Strong Bond (Su): Should the Phoenix servant ever be permanently killed, the bearer is immediately energy drained and loses four levels. This level loss can only be undone by immortal intervention.

Rise From the Ashes (Su): A Phoenix servant reduced to 0 or fewer hp turns into a pile of ash. After 20 minutes, it rises, fully healed, in its natural form. All creatures within 10ft of a rising Phoenix servant are effected as per the Immolation ability (this does not count against its daily usage of that ability). A wish spell may permanently prevent this rising, effectively killing the servant.

Telepathic Link (Su): While in an active form, a Phoenix servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Phoenix servants never acquire Legacies or become Afflicted.

Ram Servant
SCMC
Medium Magical Beast
Hit Dice: 5d10+20 (47 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares)
Armour Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +5/+7
Attack: Natural Form: Gore +7 melee (1d8 +2); Humanoid Form: Heavy Mace +7 melee (1d8 +2)
Full Attack: Natural Form: Gore +7 melee (1d8 +2); Humanoid Form: Heavy Mace +7 melee (1d8 +2) and off hand Heavy Mace +7 melee (1d8 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful charge, smash and crush
Special Qualities: Alternate form, Damage reduction 15/slashing and piercing, darkvision 60ft., heraldic bond, low-light vision, mountaineer, spell resistance 17, telepathic link
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 14, Dex 17, Con 18, Int 16, Wis 17, Cha 13
Skills: Balance +9, Climb +8, Diplomacy +6, Jump +4, Knowledge (nobility) +8, Listen +8, Search +8, Sense Motive +7, Spot +8, Survival +8
Feats: Improved Bull Rush, Iron Will
Environment: Any land
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The ram servant appears as a larger form of the mountain ram, with shaggy hair and a set of large horns. In its humanoid form, it is often mistaken for a goatman, with the shaggy hair, lower hooves, and head of its original form. Only the hands turn truly humanoid in form. The creature may move over rough or broken terrain at full movement regardless of form.
The Baron of Sedhuen is the only known bearer of this heraldic servant.

Combat
In its natural form, the ram attacks with a gore, and with a running start, it may inflict double damage. However, unless otherwise instructed this heraldic servant automatically adopts humanoid form for combat. As a humanoid, it attacks with a heavy mace in each hand. The servant automatically produces these weapons, reabsorbing them when shifting to natural form. It may wear armour, which must be acquired from its bearer; this can also be absorbed when changing form.
A Ram servant is only proficient with heavy maces. It is proficient with all light, Medium and Heavy Armours.

Powerful Charge (Ex): When a Ram servant makes a charge, its gore attack deals 2d8+4 damage in addition to the normal benefits and hazards of a charge.

Smash and Crush (Ex): A Ram servant is treated as if it has the Two-Weapon Fighting feat. A Ram servant suffers no penalties to its attack rolls for duel wielding heavy maces.

Alternate Form (Su): A Ram servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size ram. The second form is a humanoid with ram-like features. The inactive form is part of a coat-of-arms. In this form, the Ram servant cannot be harmed.

Damage Reduction (Su): A Ram servant has damage reduction of 15/slashing and piercing.

Heraldic Bond (Su): A Ram servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR17
• bearer gains DR 10/slashing and piercing.

Mountaineer (Ex): A Ram servant suffers no penalties for moving through rough, broken or mountainous terrain. In addition, it gains a +4 bonus to all Balance and Climb skill checks.

Telepathic Link (Su): While in an active form, a Ram servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Ram servants never acquire Legacies or become Afflicted.

Rooster Servant
SCMC
Medium Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), fly 30 ft. (poor) (Natural Form only)
Armour Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +4/+4
Attack: Natural Form: Beak +7 melee (2d6); Humanoid Form: Dagger +7 melee (1d4)
Full Attack: Natural Form: Beak +7 melee (2d6); Humanoid Form: Dagger +7 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Alternate form, darkvision 60ft., heraldic bond, immunity to illusions, limited flight, low-light vision, magical resistance, spell resistance 18, telepathic link
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 10, Dex 17, Con 16, Int 18, Wis 15, Cha 17
Skills: Diplomacy +9, Jump +14, Knowledge (nobility) +10, Listen +10, Search +10, Sense Motive +8, Spot +10
Feats: Alertness, Weapon Finesse
Environment: Any land
Organisation: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This servant is simply the man-sized equivalent of the common barnyard animal, standing five feet tall. In humanoid form, the servant appears as a red-haired, ruddy-faced human with only its pure black eyes and taloned feet giving it away. The humanoid form loses the power of flight, but it can jump up well.
The rooster servant's only known bearer is the Count of Suerba.

Combat
The natural form of this heraldic servant only has one physical attack: its beak. It usually relies on its crow, which can imitate the effects of several spells.
In humanoid form, the servant can attack with a dagger, but it cannot wear armour. It also retains its spell-like abilities.

Spell-Like Abilities (Sp): 1 day: feather fall, deafness, dispel magic, shout, confusion, summon nature's ally IV, power word stun. Caster Level 12th, all saves are Cha based.

Alternate Form (Su): A Rooster servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized rooster. The second form is a humanoid with rooster-like features. The inactive form is part of a coat-of-arms. In this form, the Rooster servant cannot be harmed.

Heraldic Bond (Su): A Rooster servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR18
• Immunity to all Illusions.
• +2 bonus to all saves against magical effects

Immunity to Illusions (Ex): A Rooster servant is immune to all Illusions.

Limited Flight (Ex): A Rooster servant can only fly for one round at a time. It must be grounded for at least one round between flight attempts.

Magical Resistance (Ex): Rooster servant receives a +2 bonus to all saves made against magical effects.

Telepathic Link (Su): While in an active form, a Rooster servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: A Rooster servant has a +8 racial bonus to all Jump skill checks.

The Red Curse
Rooster servants never acquire Legacies or become Afflicted.

Sea Horse
SCMC
Medium Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +4 (+4 Dex)
Speed: Natural Form: 25 ft. (5 squares), swim 55 ft. (11 squares); Humanoid Form: 40 ft. (8 squares), swim 40 ft. (8 squares)
Armour Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Natural Form: Gore +5 melee (1d4 +1); Humanoid Form: Slam +5 melee (1d4 +1)
Full Attack: Natural Form: Gore +5 melee (1d4 +1) and tail +0 melee (2d4); Humanoid Form: 2 slam +5 melee (1d4 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Alternate form, darkvision 120ft., heraldic bond, low-light vision, spell resistance 18, spell-like abilities, telepathic link
Saves: Fort +7, Ref +8, Will +2
Abilities: Str 13, Dex 18, Con 16, Int 14, Wis 13, Cha 15
Skills: Diplomacy +6, Gather Information +6, Heal +5, Knowledge (nobility) +6, Listen +7, Sense Motive +5, Spot +7, Swim +9
Feats: Alertness, Combat Reflexes
Environment: Any land
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The sea horse is an aquatic animal with an equine head and a long, curled tail. They swim with a rocking motion as the tail straightens and then snaps back to provide thrust. Like the dolphin, this servant is suspended in a magical field when summoned on land, allowing it to swim in the air but never rising more than a few feet above the ground. The sea horse servant is covered in scaly plates. They can be any combination of brown or green.
As a humanoid, this heraldic servant retains the natural armour scales and its colour. The fingers and toes are webbed, gills adorn its throat, and it has a mane of stringy hair.
The only known bearer of this heraldic servant is the Lord Governor of Tartaruga.

Combat
In its natural form, the sea horse servant attacks with a gore and a heavy tail slap; in humanoid form it attacks with its fists.

Alternate Form (Su): A Sea Horse servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized sea horse. The second form is a humanoid with sea horse-like features. The inactive form is part of a coat-of-arms. In this form, the Sea Horse servant cannot be harmed.

Heraldic Bond (Su): A Sea Horse servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR18
• 120ft Darkvision
While the Sea Horse servant is in active form, the bearer gains the following:
• At will: fire shield (chill). Caster Level 12th. Self Only.

Spell-like Abilities (Sp): At will: fire shield (chill); 3/day: polymorph (self only). Caster Level 12th, all save DCs are Cha based.

Telepathic Link (Su): While in an active form, a Sea Horse servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: A Sea Horse servant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The Red Curse
Sea Horse servants never acquire Legacies or become Afflicted.

Sea Lion
SCMC
Medium Magical Beast
Hit Dice: 6d10+36 (69 hp)
Initiative: +1 (+1 Dex)
Speed: Natural Form: 20 ft. (4 squares), swim 45 ft. (9 squares); Humanoid Form: 30 ft. (6 squares), swim 20 ft. (4 squares)
Armour Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+9
Attack: Claw +9 melee (2d4 +3)
Full Attack: 2 Claw +9 melee (2d4 +3) and bite +4 melee (2d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Maul, roar
Special Qualities: Alternate form, darkvision 60ft., heraldic bond, low-light vision, spell resistance 16, telepathic link
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 16, Dex 13, Con 22, Int 13, Wis 16, Cha 14
Skills: Diplomacy +6, Gather Information +5, Heal +7, Knowledge (nobility) +5, Listen +9, Sense Motive +7, Spot +9, Swim +11
Feats: Alertness, Cleave, Power Attack
Environment: Any land
Organisation: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This servant has the head and forepaws of a lion, and the body and tail of a fish. Like other aquatic servants, the sea lion gains the power of basic flight when travelling out of the water. It still moves by the thrust of its powerful tail, hovering a few feet in the air, but at a slower rate. In humanoid form, the sea lion servant looks the same as in its natural form except for large, webbed rear feet and gills located behind the ears.
The bearer of the sea lion servant is the Lord Governor of Da Presa.

Combat
In combat, the sea lion attacks with claws and fangs. It will roar at the start of combat if outnumbered or it feels overmatched. In humanoid form, a Sea Lion servant may wear any light, medium or heavy armour.

Maul (Ex): If a Sea Lion servant hits an opponent with both claw attacks, it may maul. The Sea Lion gains a +4 attack bonus to its bite attack and inflicts double damage if the attack succeeds. The victim must also make a Reflex save vs DC 16 (Str based) or be unable to take any actions for the remainder of the round.

Roar (Su): As a full round action, the sea lion may roar. All creatures within 60ft of the Sea Lion servant must make a Will save vs DC 19 (Con based) or be shaken for one hour. A Sea Lion servant may roar three times per day.

Alternate Form (Su): A Sea Lion servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized sea lion. The second form is a humanoid with sea lion-like features. The inactive form is part of a coat-of-arms. In this form, the Sea Lion servant cannot be harmed.

Heraldic Bond (Su): A Sea Horse servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR16
• At will: heroism, water breathing. Caster Level 12th. Self Only.

Telepathic Link (Su): While in an active form, a Sea Lion servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: A Sea Lion servant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The Red Curse
Sea Lion servants never acquire Legacies or become Afflicted.

Stag Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares)
Armour Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +6/+7
Attack: Natural Form: Gore +7 melee (4d6 +1); Humanoid Form: +1 Glassteel Shortsword +8 melee (1d6+2)
Full Attack: Natural Form: Gore +7 melee (4d6 +1); Humanoid Form: +1 Glassteel Shortsword +6/+1 melee (1d6+2) and offhand +1 Glassteel Shortsword +6 melee (1d6+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Powerful charge
Special Qualities: Alternate form, Damage reduction 15/magic (against ranged only), darkvision 60ft., heraldic bond, low-light vision, spell resistance 19, telepathic link
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 13, Dex 17, Con 16, Int 14, Wis 14, Cha 15
Skills: Diplomacy +8, Knowledge (nobility) +8, Listen +10, Search +8, Sense Motive +8, Spot +10
Feats: Alertness, Improved Initiative, Two-Weapon Fighting
Environment: Any land
Organisation: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This heraldic servant is a deadly version of the common herd animal. Though smaller, it possesses an impressive array of antlers actually edged and tipped with sharpened glassteel. In humanoid form, the stag servant appears fully human except for short, dark brown fur and a ridge of bone where its antlers would normally be. The humanoid version is very stocky and muscular.
The bearer of this heraldic servant is the Countess of Morguen.

Combat
Stag servants will try to gore their foes while in natural form, charging when possible. In humanoid form, they duel-wield +1 glassteel shortswords. These swords mat be replaced with other shortswords provided by the bearer. It may be provided with light armoarmourt the servant prefers to be unencumbered by armour (it may wear other protective devices, however).

Powerful Charge (Ex): When a Stag servant in natural form makes a charge, its gore attack deals double damage in addition to the normal benefits and hazards of a charge.

Alternate Form (Su): A Stag servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized stag. The second form is a humanoid with stag-like features. The inactive form is part of a coat-of-arms. In this form, the Stag servant cannot be harmed.

Damage Reduction (Su): A Stag servant has damage reduction of 15/magic against all ranged attacks. It does not have any damage reduction against melee attacks.

Heraldic Bond (Su): A Stag servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, saves and skill checks
• +2 to all damage rolls
• +10 hp
• SR19
• DR 15/magic against all ranged attacks

Telepathic Link (Su): While in an active form, a Stag servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Stag servants never acquire Legacies or become Afflicted.

Swan (Black) Servant
SCMC
Medium Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +3 (+3 Dex)
Speed: Natural Form: 20 ft. (4 squares), fly 40 ft. (good); Humanoid Form: 30t (6 squares), fly 60ft (good)
Armour Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +4/+4
Attack: Natural Form: Peck +4 melee (1d4); Humanoid Form: Dagger +4 melee (1d4)
Full Attack: Natural Form: Peck +4 melee (1d4); Humanoid Form: Dagger +4 melee (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Dominate
Special Qualities: Alternate form, Damage reduction 15/magic, darkvision 60ft., flight, heraldic bond, low-light vision, spell resistance 20, telepathic link
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 11, Dex 17, Con 18, Int 16, Wis 14, Cha 19
Skills: Diplomacy +9, Gather Information +9, Knowledge (nobility) +8, Listen +9, Sense Motive +7, Spot +9, Tumble +8
Feats: Alertness, Quicken Spell-like Ability (Dominate)
Environment: Any land
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This beautiful creature has glossy black feathers and a golden beak. It is very poised and graceful. Its humanoid form is always female with enthralling, elven features; long black hair; dark eyes; and a beautifully feathered cloak.
The Count of Enom is the only known bearer of the black swan. Legends mention a white swan heraldic servant that has similar powers, but uses charm rather than dominate.

Combat
Black Swan servants typically avoid melee combat, preferring to dominate a foe and using it to defend her and her bearer. If forced to fight, it pecks with its beak in natural form and fights with a dagger in humanoid form.

Dominate (Sp): Once per day, the Black Swan servant can dominate a foe. This ability is identical to the spell dominate person, with the following exceptions: it can affect any creature except for immortals and exalted creatures, and it bypasses all spell resistance. The victim is allowed a Will save vs DC 18 (Cha based, +2 racial bonus) to avoid domination.

Alternate Form (Su): A Black Swan servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized black swan. The second form is a beautiful, elf-like humanoid. The inactive form is part of a coat-of-arms. In this form, the Black Swan servant cannot be harmed.

Damage Reduction (Su): A Black Swan servant has damage reduction of 15/magic. Its attacks are treated as magical for the purposes of bypassing damage reduction.

Flight (Su): A Black Swan servant in humanoid form can cease or resume flight as a free action. This ability becomes ineffective in an antimagic field, and the Black Swan servant in humanoid form loses its ability to fly for as long as the antimagic effect persists.

Heraldic Bond (Su): A Black Swan servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR20
• DR 15/magic
• 3/day: fly. Caster Level 12th. Self Only.

Telepathic Link (Su): While in an active form, a Black Swan servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Black Swan servants never acquire Legacies or become Afflicted.

Talbot Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +2 (+2 Dex)
Speed: 60 ft. (12 squares)
Armour Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Natural Form: Bite +8 melee (2d4 +2); Humanoid Form: Rapier +8 melee (1d6 +2)
Full Attack: Natural Form: Bite +8 melee (1d6 +2); Humanoid Form: Rapier +6/+1 melee (1d6 +2) and Dagger +6/+1 melee (1d4 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Favoured enemies, improved two-weapon fighting style
Special Qualities: Alternate form, darkvision 120ft., heraldic bond, keen senses, low-light vision, spell-like abilities, scent, spell resistance 17, telepathic link, wild empathy
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 15, Dex 14, Con 15, Int 18, Wis 16, Cha 13
Skills: Diplomacy +10, Knowledge (nobility) +13, Listen +14, Sense Motive +12, Spot +14, Survival +12
Feats: Alertness, Dodge, Endurance (B), Run, Track (B)
Environment: Any land
Organisation: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This heraldic servant looks like a large dog with a smooth white coat, a broad mouth, and huge pendulous ears. It moves rather awkwardly but is actually quite strong and fast. Many people wrongly identify this heraldic servant's humanoid form as a lupin. It has the same general build and characteristics, but with white hair, floppy ears, and a slightly more canine face.
The talbot possesses superior senses of hearing and smell, which it can use to track enemies.
The talbot has several known bearers: the King of Renardy, the Duke of Ysembragne, the Baron of Brιgoigne, and the Countess of Marmandy.

Combat
These heraldic servants are dashing and skilled foes, whether in natural or humanoid form. In natural form, they attack with a fierce bite. In humanoid form, they duel wield weapons- usually rapiers and daggers. They are proficient in all simple and martial weapons, and may be given other weapons by their bearer. They are excellent trackers, and enjoy surprising their foes.

Favoured Enemies (Ex): The Talbot servant gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against animals. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
The Talbot servant gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. Likewise, he gets a +4 bonus on weapon damage rolls against such creatures.

Improved Two-Weapon Fighting Style (Ex): The Talbot servant is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Alternate Form (Su): A Talbot servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized hunting dog. The second form is a canine humanoid. The inactive form is part of a coat-of-arms. In this form, the Talbot servant cannot be harmed.

Heraldic Bond (Su): A Talbot servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR17
• Favoured Enemy: Giants (Ex): The bearer gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
While in an active form, the bearer also gains the following:
• 3/day: invisibility. Caster Level 12th. Self Only.
• Keen Senses (Ex): The bearer sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Keen Senses (Ex): A Talbot servant sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Scent (Ex): This special quality allows a Talbot servant to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Spell-like Abilities (Sp): At will: invisibility. Caster Level 12th.

Telepathic Link (Su): While in an active form, a Talbot servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Wild Empathy (Ex): This power works like the druid's wild empathy class feature.

The Red Curse
Talbot servants never acquire Legacies or become Afflicted.

Tyger Servant
SCMC
Medium Magical Beast
Hit Dice: 8d10+8 (52 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armour Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +8/+11
Attack: Natural Form: Bite +11 melee (1d10 +3); Humanoid Form: Unarmed Strike +11 melee (1d6 +3)
Full Attack: Natural Form: Bite +11 melee (1d10 +3) and 2 claw +6 melee (1d4 +1); Humanoid Form: 2 Unarmed Strike +11 melee (1d6 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved Grab, Rake
Special Qualities: Alternate form, darkvision 60ft., evasion, heraldic bond, low-light vision, telepathic link
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 16, Dex 15, Con 12, Int 13, Wis 13, Cha 14
Skills: Balance +6, Diplomacy +7, Jump +7, Knowledge (nobility) +6, Listen +7, Sense Motive +6, Spot +7, Tumble +8
Feats: Dodge, Improved disarm (B), Improved Trip, Improved unarmed strike (B), Mobility
Environment: Any land
Organisation: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The tyger servant has a dark orange pelt of long, soft fur, which is lighter on its stomach, but it does not have the stripes usually associated with regular tigers. Its eyes are jade green. In humanoid form, this servant is still covered with soft fur and retains the feline facial features that are often associated with rakastas. The rest of the body is fully humanoid.
No bearers of the tyger servant are known at this time.

Combat
In natural form, this servant attacks with a bite and claws. In humanoid form, it attacks with unarmed strikes similar to those used by monks and mystics.

Improved Grab (Ex): To use this ability, a Tyger servant must hit with both of its claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): A Tyger servant that has established a hold may rake with both of its rear claws. Each rear claw has a attack bonus of +8 causes 2d6 +3 damage.

Alternate Form (Su): A Tyger servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized tiger. The second form is a feline humanoid. The inactive form is part of a coat-of-arms. In this form, the Tyger servant cannot be harmed.

Evasion (Ex): If a Tyger servant makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage.

Heraldic Bond (Su): A Talbot servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR12
While in an active form, the bearer also gains the following:
• Evasion (Ex): If the bearer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Telepathic Link (Su): While in an active form, a Tyger servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Tyger servants never acquire Legacies or become Afflicted.

Unicorn Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+36 (69 hp)
Initiative: +2 (+2 Dex)
Speed: Natural Form: 60ft (12 squares); Humanoid Form: 30 ft. (6 squares) in chainmail armour; base speed 40 ft.
Armour Class: Natural Form: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15; Humanoid Form: 17 (+2 Dex, +5 chainmail armour), touch 12, flat-footed 15
Base Attack/Grapple: +6/+7
Attack: Natural Form: Horn +7 melee (1d12 +1); Humanoid Form: +2 Longsword +9 melee (1d8 +3)
Full Attack: Natural Form: Horn +7 melee (1d12 +1) and 2 hooves +2 melee (1d6); Humanoid Form: +2 Longsword +9/+4 melee (1d8 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Dispelling, powerful charge
Special Qualities: Alternate form, darkvision 60ft., heraldic bond, low-light vision, spell resistance 15, telepathic link, true enemy, unicorn servant immunities
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 13, Dex 14, Con 22, Int 16, Wis 17, Cha 15
Skills: Diplomacy +11, Knowledge (nobility) +12, Listen +12, Sense Motive +12, Spot +12
Feats: Combat Expertise, Endurance, Run
Environment: Any land
Organisation: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This heraldic servant is one of the most fantastic and beautiful creatures ever known. Its pure white hair is long and flowing, hinting at the unicorn's wild nature. Golden hair hangs from the mane and tail. Its hooves are yellow-ivory in colour, and its eyes are usually a fiery pink or deep blue. A single, ivory horn extends from the centre of its forehead. In its humanoid form, the unicorn servant appears as a young male or female knight with flawless, snow-white skin, long white or golden hair, and blue or pink eyes. It usually resembles an elf or human physically.
This servant's humanoid form always appears dressed in immaculate, white chain mail.
There are no known bearers of the unicorn heraldic servant. Legends indicate that this servant is always given to an elf or human maiden of fair and just reputation.

Combat
A unicorn servant in natural form will attempt to charge its foe. After that it will stab with its horn and rear up to attack with its hooves. It horn counts as a magic weapon for the purpose of bypassing damage reduction.
In humanoid form, the Unicorn servant wields a +2 Longsword and wears chainmail. If either is taken from the servant, it immediately disappears.

Dispelling (Su): The touch of the unicorn servant's horn or longsword acts as a dispel magic spell (Caster Level 11, Wisdom based.)

Powerful Charge (Ex): When a unicorn servant in natural form makes a charge, its attack deals triple damage in addition to the normal benefits and hazards of a charge.

Alternate Form (Su): A Unicorn servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized unicorn. The second form is of an elven or human-like humanoid. The inactive form is part of a coat-of-arms. In this form, the Unicorn servant cannot be harmed.

Heraldic Bond (Su): A Unicorn servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR15
• Immune to poison and all charm and hold magic.
• True Enemy (Ex): The bearer can sense whether or not any creature within 240ft seeks to harm her. This ability is constantly active.

Telepathic Link (Su): While in an active form, a Unicorn servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

True Enemy (Ex): The Unicorn servant can sense whether or not any creature within 240ft seeks to harm it or its bearer. This ability is constantly active.

Unicorn Servant Immunities (Ex): A Unicorn servant is immune to all poisons. It is also immune to all charm and hold spells, spell-like abilities, and effects.

The Red Curse
Unicorn servants never acquire Legacies or become Afflicted.

Wyvern Servant
SCMC
Medium Magical Beast
Hit Dice: 7d10+49 (87 hp)
Initiative: +1 (+1 Dex)
Speed: Natural Form: 20 ft. (4 squares), fly 60 ft. (poor); Humanoid Form: 45 ft (9 squares)
Armour Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +7/+10
Attack: Natural Form: Sting +10 melee (2d3 +3); Humanoid Form: Bite +10 melee (2d8 +3)
Full Attack: Natural Form: Sting +10 melee (2d3 +3) and bite +5 melee (2d8 +1); Humanoid Form: Bite +10 melee (2d8 +3) and 2 claw +5 melee (1d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Alternate form, darkvision 60ft., heraldic bond, low-light vision, spell resistance 16, telepathic link
Saves: Fort +12, Ref +6, Will +4
Abilities: Str 17, Dex 12, Con 24, Int 13, Wis 14, Cha 13
Skills: Diplomacy +6, Hide +11, Knowledge (nobility) +6, Listen +6, Move Silently +11, Sense Motive +6, Spot +6
Feats: Cleave, Power Attack, Stealthy
Environment: Any land
Organisation: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The wyvern servant measures about six feet long, not counting its additional six-foot tail. It has a serpentine body covered in greyish scales and a head resembling that of a dragon. Unlike the dragon, it only has only the two hind feet. Two leathery, bat-like wings extend from its back, and its tail ends in a deadly stinger. The wyvern servant communicates with hisses and deep-throated growls in its natural form.
As a humanoid, the wyvern looks much like a lizardman, losing the wings but keeping its basic features and coloration. Unlike all other heraldic servants, the wyvern cannot speak even in humanoid form; in both forms, telepathic communication is possible with its bearer, however.
The Margrave of Slagovich is the only known bearer of the wyvern heraldic servant.

Combat
Wyvern servants favour stealth and surprise as a way to quickly dispatch foes with their poison. They prefer to fight in their natural form.

Poison (Ex): The sting of the Wyvern servant is poisonous. Any creature hit must make a Fortitude save vs DC 20 or suffer 2d4 Constitution ability damage, for both primary and secondary damage.

Alternate Form (Su): A Wyvern servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized wyvern. The second form is of a lizardman-like humanoid. The inactive form is part of a coat-of-arms. In this form, the Wyvern servant cannot be harmed.

Heraldic Bond (Su): A Wyvern servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR16
• 3/day: poison. Caster level 11th, Cha based.

Telepathic Link (Su): While in an active form, a Wyvern servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: Wyvern servants have a +4 bonus to all Hide and Move Silently skill checks.

The Red Curse
Wyvern servants never acquire Legacies or become Afflicted.