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Emu – The Thunderstride Sentinel of the Sun-Scorched Plains

Emu – The Thunderstride Sentinel of the Sun-Scorched Plains
Create

Standing nearly six feet tall, the emu’s powerful, muscular frame is cloaked in coarse, earth-toned feathers that shimmer between dusty brown and ashen gray. Its long, sinewy legs end in razor-sharp talons built for speed and defense, while its piercing amber eyes convey a mix of curiosity and challenge. Despite lacking flight, its stance and motion exude an aura of command over the open wilds.

Behaviour

They are vigilant wanderers—solitary by nature yet drawn together in loose herds during migration or breeding seasons. They are inquisitive but wary, testing intruders with low, resonant drumming calls and sudden bursts of speed. When threatened, they react with unpredictable aggression, using devastating kicks or evasive feints to confuse attackers.

Habitat

Native to vast grasslands, scrub plains, and arid woodlands, they thrive where open horizons meet sparse vegetation. They follow seasonal food sources, covering great distances in search of fruiting shrubs, insects, and fresh water. Their territories often overlap, though they defend favored feeding grounds with intimidating displays.

Modus Operandi

Though not true predators, emus are formidable when provoked. They rely on speed, endurance, and explosive leg strikes that can shatter bone or knock a rider from the saddle. Their height and awareness grant them early warning against threats, and their uncanny balance allows them to pivot or flee through terrain that hobbles lesser creatures.

Motivation

Emus are driven by survival—endless wanderers compelled by hunger, curiosity, and the instinct to protect their young. In the eyes of druids and nomads, they embody the restless spirit of the land itself: ever-moving, ever-watching, and never truly tamed.

  • Emu 5e 2024
  • Emu, Pathfinder
Emu – The Thunderstride Sentinel of the Sun-Scorched Plains
Create

Tall, swift, and fiercely territorial, the emu is a flightless avian whose thunderous stride and piercing gaze make it a commanding presence across the sun-scorched plains.


Medium Beast, Unaligned


Armor Class 12 (natural agility)
Hit Points 19 (3d8 + 6)
Speed 50 ft.

STRDEXCONINTWISCHA
14 (+2)14 (+2)14 (+2)2 (−4)12 (+1)6 (−2)

Saving Throws Dex +4
Skills Athletics +4, Perception +3, Survival +3
Senses Passive Perception 13
Languages
Challenge 1/4 (50 XP)
Proficiency Bonus +2


Traits

Keen Sight. It has advantage on Wisdom (Perception) checks that rely on sight.

Sure-Footed. It has advantage on Strength and Dexterity saving throws made to resist being knocked prone.

Desert Endurance. It can go without water for up to 3 days and has advantage on saving throws to resist exhaustion caused by heat.

Threat Display (Recharge 5–6). As a bonus action, it spreads its feathers and emits a deep, resonant drumming call. Each creature of its choice within 20 feet that can hear it must succeed on a DC 12 Wisdom saving throw or become frightened until the end of its next turn.


Actions

Multiattack. It makes two attacks: one with its Kick and one with its Beak.

Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.

Dust Surge (Recharge 6). It kicks up a cloud of dust and debris in a 10-foot radius. Each creature in that area must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn. The area remains lightly obscured until the start of the emu’s next turn.


Reactions

Evasive Leap (1/Turn). When a creature the emu can see makes an attack roll against it, the emu can move up to half its speed without provoking opportunity attacks. If this movement takes it out of the attacker’s reach, the attack misses automatically.


Tactics

An emu avoids confrontation unless defending its nest or territory. It begins with Threat Display to intimidate, then uses its Kick to keep foes at bay while dodging with Evasive Leap. If overmatched, it flees at full speed, relying on its endurance and speed to escape pursuit.


Variant: Emu War Veteran (CR 1)

Battle-hardened guardians of the plains, these emus have survived countless skirmishes with beasts, riders, and raiders alike.

Armor Class 14 (toughened hide)
Hit Points 39 (6d8 + 12)

Legendary Action (1/Turn) — Thunderous Charge. The emu moves up to 30 feet in a straight line and makes one Kick attack at the end of the movement. On a hit, the target must succeed on a DC 13 Strength saving throw or be pushed 10 feet and knocked prone.

Emu – The Thunderstride Sentinel of the Sun-Scorched Plains
Create

As tall as a human, this large bird seems to be composed mainly of a pair of legs that merge with a round, feathery body. Its long, skinny neck supports a rather small head that darts to and fro.

Fan Content

Originally posted on Pathfinder SRD

An emu is a smaller breed of flightless bird, often favored by smaller races such as Gnomes and Halflings. Typically weighing between 50 to 100 pounds, an emu stands 5 to 6 feet tall. A light load for an emu is up to 38 pounds, a medium load is 39-76 pounds, and a heavy load is 77-115 pounds. They can drag 575 pounds.

Emu CR 1/2

XP 200
N Medium animal
Init +3; Senses Low-Light Vision; Perception +9

DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dexterity)
hp 9 (2d8)
Fort +3, Ref +6, Will +0

OFFENSE

Speed 40 ft.
Melee 2 kicks -4 (1d3)

STATISTICS

Strength 11, Dexterity 16, Constitution 10, Intelligence 2, Wisdom 11, Charisma 4
Base Atk +1; CMB +1; CMD 14
Feats Endurance, RunB

Skills Perception +9; Racial Modifiers +4 Perception
SQ docile

SPECIAL ABILITIES

Docile (Ex)

Unless specifically trained for combat (see the Handle Animal skill) an emu’s kicks are treated as secondary attacks.

The statistics presented at above are for a typical emu. The stats below are for tougher ones with the advanced simple template. This example is trained for combat (see the Handle Animal skill), and such mounts often serve Halflings, Gnomes, and other small races as steeds in combat.

CR 1/2

XP 200
N Medium animal
Init +3; Senses Low-Light Vision; Perception +9

DEFENSE

AC 15, touch 15, flat-footed 12 (+2 natural armor, +3 Dexterity)
hp 13 (2d8+4)
Fort +5, Ref +8, Will +2

OFFENSE

Speed 40 ft.
Melee 2 kicks +3 (1d3+2)

STATISTICS

Strength 15, Dexterity 20, Constitution 14, Intelligence 2, Wisdom 15, Charisma 8
Base Atk +1; CMB +3; CMD 16
Feats Endurance, RunB
Skills Perception +11; Racial Modifiers +4 Perception

SQ docile

The statistics presented above are for a typical emu. Tougher emus with the advanced simple template exist, but are relatively uncommon and, unlike ostriches, these creatures are not generally called “battle emus.” Like ostriches, they can be trained for combat with the Handle Animal skill, and such mounts often serve Halflings, Gnomes, and other small races as steeds in combat.

SPECIAL ABILITIES

Combat Trained

This example emu has been specifically trained for combat (see the Handle Animal skill) so its kicks are not treated as secondary attacks.

ECOLOGY

Environment Warm or temperature hills or plains
Organization Solitary or gang (2-5)
Treasure None

A Small-size paladin may choose an emu for a special mount. druid and rangers may select emus as animal companions, using the statistics below.

EMU ANIMAL COMPANION

Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack 2 kicks (1d4); Ability Scores Strength 11, Dexterity 16, Constitution 10, Intelligence 2, Wisdom 11, Charisma 4; Special Qualities Low-Light Vision.

4th-Level Advancement: Ability Scores Strength +2, Constitution +2; Special Qualities combat trained.

Costs

  • Emu: 20 gp
  • Emu (combat trained): 30 gp
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