Melodic SquallCreature 16
Source Pathfinder #167: Ready? Fight!
Perception +30 (darkvision)
Languages Auran, Tengu, Tien
Skills Acrobatics +32, Performance +32, Stealth +32
Str +6, Dex +8, Con +4, Int +2, Wis +6, Cha +8
AC 39; Fort +24; Reflex +32; Will +28;
HP 280
Speed 0 feet (fly 100 feet)
Immunities bleed, paralyzed, poison, sleep
Wind Gust +32 (+28, +24) to hit (agile, finesse) 3d10+14 Bludgeoning
Solid Refrain +32 (+27, +22) to hit (range increment 70) 3d8+14 Sonic
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Hostile Duet (auditory)Trigger A hostile creature within 30 feet creates an effect with the auditory trait that provides bonuses to itself or its allies
Effect The melodic squall recreates the auditory effect, gaining the bonuses for itself and its allies as long as the original effect persists.
Retune (auditory)Trigger The melodic squall is targeted by a spell with the auditory trait
Effect The melodic squall attempts to counteract the spell. If it succeeds, the spell effect is caught in a blast of wind that sweeps it back to its origin, affecting the caster. Targets of the triggering effect other than the melody on the wind are still affected normally.
Mesmerizing Melody (auditory, concentrate, enchantment, mental, primal)The melodic squall sings in a sonorous chorus. Any creature in a 30-foot emanation must attempt a DC 36 will save to resist becoming fascinated by the melody on the wind. A creature that succeeds at its save is temporarily immune for 24 hours.
Critical Success The creature is unaffected.
Success The creature is Fascinated for 1 round.
Failure The creature is fascinated for 1d4 rounds.
Subsonic Burst (mental, sonic, emotion, evocation, fear, primal)The melodic squall focuses intense sound at an inaudible frequency in a 100-foot line. Each creature in the line must attempt a DC 34 fortitude save.
Success The creature is unaffected.
Failure The creature is Frightened 1.
Critical Failure The creature is Frightened 2 and Confused until the beginning of the melodic squall's next turn.
SwiftnessThe melodic squall's movement doesn't trigger reactions.
Push 10ftRequirements The monster's last action was a success with a Strike that lists Push in its damage entry.
Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.
This cloud of song and sound has been caught by the wind and carried across the air. While the melody on the wind might enjoy the beauty of music, it is by nature a destructive elemental force.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.