| cibet44 |
Flyby Attack
This creature can make an attack before and after it moves while flying.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
PLUS
Snatch
This creature can grab other creatures with ease.
Prerequisite: Size Huge or larger.
Benefits: The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
ErrantPursuit
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Grapple is your saving grace, there is actually a specific section under the write up:
Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place
your target in any square adjacent to you. If you attempt to
place your foe in a hazardous location, such as in a wall of
fire or over a pit, the target receives a free attempt to break
your grapple with a +4 bonus
Your creature would need to be of a size to grapple the opponent and with a necessary strength, potential feats and flight class.
Bruno Breakbone
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Round 1: Monster initiates grapple with PC, PC fails to escape
Round 2: Monster makes check with +5 CMB to maintain grapple. If successful, may move 1/2 speed with character. Monster flies at 45 degree angle up and then free action drop them (flying straight up would double the cost of movement, in effect dropping you to 1/4 speed).
Or you can keep a hold of PC, make another maintain/move check the next round and fly further up.