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If this distance brings it to the ground, it takes falling damage. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. The entries on the table are defined below. Each flying creature has a maneuverability, as shown on Table: Maneuverability. Most flying creatures have to slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Once movement becomes three-dimensional and involves turning in midair and maintaining a minimum velocity to stay aloft, it gets more complicated. Moving in Three Dimensions Tactical Aerial Movement A creature can use the run action while flying, provided it flies in a straight line. It can make only claw or talon attacks, but these deal double damage. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. Clumsy: The creature can barely maneuver at all.Ī creature that flies can make dive attacks.Poor: The creature flies as well as a very large bird.
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Average: The creature can fly as adroitly as a small bird.Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.It moves through the air as well as a human moves over smooth ground. Perfect: The creature can perform almost any aerial maneuver it wishes.(Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows: A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load.
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