Consonite ChoirCreature 13
Source Pathfinder Bestiary 3
Perception +23 (darkvision, echolocation (precise) 120 feet)
Languages Petran
Skills Acrobatics +24, Performance +27
Str +0, Dex +5, Con +8, Int -2, Wis +2, Cha +6
AC 32; Fort +27; Reflex +22; Will +21;
HP 200
Speed 10 feet (fly 40 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 8, Splash Damage 8
Resistances Bludgeoning 8, Piercing 15, Slashing 15
Launched Blade
+26 (+21, +16) to hit (magical, sonic) 6d6 Piercing + 2d6 SonicEcholocation (Precise) 120 feet
The consonite choir can use hearing as a precise sense at the listed range.
Swarm MindThis monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
Resonant Chimes (aura, sonic)30 feet. The consonite choir's tones resonate within physical objects. A creature that begins its turn in the aura deals an additional 2d6 sonic damage on any Strike using a weapon.
Swarming Chimes
The swarm deals 4d6[slashing],2d6 sonic4d6 slashing damage plus 2d6 sonic damage to each enemy in the swarm's space (DC 33 reflex save). On a critical failure, the enemy is also Deafened for 1 minute.
Floods of crystalline blades called consonite choirs surge through the caverns and tunnels of the Plane of Earth. Although their resonant chimes can be among the most beautiful music in the planes, those who intrude on their territory are instead confronted with a bone-shaking wall of sound and a barrage of razor-sharp crystals.
The blades form naturally, just one of the many wondrous types of crystal on the Plane of Earth. Razor-edged consonite stalactites hum and chime along with the plane's grinding movement. As large collections of these crystals begin to communicate with each other through their shared song, they awaken into a sort of musical collective.
Eventually, consonite choirs' songs grow loud and complex enough to shake these colonies loose of their stone moorings and free them to explore the Plane of Earth. Consonite choirs typically prefer to stay near their spawning grounds but might be coerced to perform in the homes of wealthy shaitans or serve other powerful creatures of earth. They willingly leave the comfort of their homes to hunt down the hated xorns, who enjoy the flavor of their immobile consonite brethren.
Consonite choirs who leave the Plane of Earth, either through natural portals or by answering the calls of powerful rituals, often find the open spaces of other planes more to their liking. They enjoy the sensation of high winds moving through their chimes and search tirelessly for skilled performance partners. Crueler fates trap other choirs-more powerful beings might mystically bind them to service or bully them into becoming living trophies.
Over years of movement, the individual crystal blades of a choir naturally chip and break down. In their native caverns, consonite choirs can easily find new members. Trapped elsewhere, they must rely on others for replacement blades or eventually fall into torpor.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
SwarmA swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grabbed, prone, and restrained conditions.