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Melody On The WindCreature 10


NHugeAirElemental
Source Pathfinder Bestiary 2
Perception +21 (darkvision)
Languages Auran
Skills Acrobatics +22, Performance +22, Stealth +22
Str +4, Dex +6, Con +2, Int +2, Wis +5, Cha +6

AC 30; Fort +16; Reflex +22; Will +19;
HP 170
Speed 0 feet (fly 100 feet)
Immunities bleed, paralyzed, poison, sleep

Wind Gust One Action +23 (+19, +15) to hit (agile, finesse) 2d10+10 Bludgeoning
Solid Refrain One Action +23 (+18, +13) to hit (range increment 70) 2d8+10 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 Reaction (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 melody on the wind recreates the auditory effect, gaining the bonuses for itself and its allies as long as the original effect persists.

Retune Reaction (auditory)

Trigger The melody on the wind is targeted by a spell with the auditory trait


Effect The melody on the wind 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 One Action (auditory, concentrate, enchantment, mental, primal)

The melody on the wind sings in a sonorous chorus. Any creature in a 30-foot emanation must attempt a DC 30 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.

Swiftness

The melody on the wind's movement doesn't trigger reactions.

Push One Action

Requirements 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

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Air

Effects 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.