Albari
Small-Size Magical Beast
Hit Dice: 1d10 (6hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 10, fly 60ft (Perfect)
AC: 14 (+1 size, +3 Dex)
Attacks: 2 Claws –1, Bite –1
Damage: Claws 1d3-1, Bite 1d4 –2
Face/Reach: 5ft. by 5ft./5ft,
Special Attacks: Spells, Natural Invisibility
Special Qualities: Spells, Natural Invisibility, SR14
Saves: Fort +2, Ref +5, Will +1,
Abilities: Str 6, Dex 17, Con 11, Int 14, Wis 12, Cha 18
Skills: Hide +9, Intuit Direction +5, Listen +8*, Search +8*, Spot +8*
Feats: Improved Initiative
Climate/Terrain: Wildspace, The Phlogiston
Organization: Solitary, Pair or Clutch
Challenge Rating: 1
Treasure: None
Alignment: Chaotic Neutral
Advancement: 2-4 HD (small)

    The Albari are a race of magical bird-like creatures that are equally at home in Wildspace or the Phlogiston. They are dedicated to the cause of chaos and seem to exist for no other reason but to throw other beings lives into unrest.
    An Albari possesses a long, almost human face with a wide beak and slanted, beady eyes. No ears are visible, though an Albari's hearing is very keen. The creatures face, like the rest of its body is covered by short oily feathers. These range in color from pure white to sooty gray, with males usually in the lighter shades. An Albari's wings are impressive, with some specimens with nine-foot wingspans. Small-clawed hands can be found on the wings, about halfway along their length. The creature uses these for simple manual tasks, like eating. For more complex tasks the Albari uses its feet, which function as hands. All albari are skilled at balancing on one leg while employing the other.
    Albari speak Common and Auran, as well as a smattering of other languages of spacefaring cultures.

    Combat: Albari avoid physical battle whenever possible. If forced into a physical confrontation, they employ their two claws. Otherwise they prefer to use their magical abilities.

    Natural Invisibility (Su): An Albari remains invisible even when it attacks. This ability is constant, but the Albari can suppress or resume this invisibility as a free action.

    Spells (Sp): At will, Invisibility, 2/day- Change Self, Ventriloquism, Blur and Misdirection. 1/day- Phantasmal Killer, Hallucinatory Terrain and Mislead. These spells are cast as an 18th level Sorcerer.

    Skills*: Albari receive a racial bonus of +2 to Search, Spot, and Listen checks.

In The Spheres
    Though albari revel in chaos are understandably hated by most intelligent races in the known spheres. An albari will plot, and plan a course of action—say insuring that a ship gets hopelessly lost in the phlogiston—and stick to it for a short period of time.


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Albari, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Albari ©2002, Aaron Siddall
Original Source: Monstrous Compendium #7