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HarmonaCreature 11


UncommonTinyChaoticFey
Source Pathfinder Bestiary 3
Perception +24 (low light vision)
Languages Fey
Skills Acrobatics +23, Arcana +20, Diplomacy +22, Nature +24, Performance +22, Stealth +23
Str +0, Dex +6, Con +3, Int +5, Wis +7, Cha +5

AC 30; Fort +18; Reflex +21; Will +24;
HP 190
Speed 10 feet (fly 60 feet)
Immunities sonic
Weaknesses Cold Iron 10

Beak One Action +23 (+18, +13) to hit (finesse, magical, unarmed) 2d6 + 6 Piercing + 2d6 Sonic
Sonic Pulse One Action +23 (+18, +13) to hit (magical, sonic) 2d12 + 6 Sonic

Flit Back Reaction

Trigger A creature enters the harmona's space or an adjacent square


Effect The harmona Flies 10 feet away from the triggering creature.

Concussive Blow Two Actions (primal, sonic)

The harmona makes a beak Strike, channeling disruptive sound waves into the blow. On a hit, the target must succeed at a DC 30 fortitude save or become Stunned 1 (Stunned 2 on a critical failure).

After this Strike, the harmona can Fly up to half their fly Speed.

Subsonic Pulse Two Actions (primal)

The harmona beats their wings rapidly towards the ground, creating a nearly inaudible rumble and sending a wave of shaking earth to overwhelm their enemies.

Each creature in a 15-foot emanation must succeed at a DC 30 fortitude save or take 6d6 sonic damage. A creature that fails its save is knocked Prone from the shaking ground.

Ultrasonic Thrust Two Actions (primal, sonic)

The harmona beats their wings skyward, creating a spiraling vibration. Each creature in a 30-foot cone must attempt a DC 30 reflex save as the high-frequency blast flings them up and away.


Critical Success The creature is unaffected.

Success The creature is pushed 5 feet away and knocked off balance, becoming Off-Guard until the start of their next turn.

Failure Sonic waves fling the creature 15 feet back from the harmona. The creature takes 6d6 bludgeoning damage from the fall and lands Prone.

Critical Failure As failure, but the creature is flung 30 feet and takes double damage.

Push One Action

Requirements The monster's last action was a successful Strike that lists Push in its damage entry


Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.


Primal Innate Spells (DC 30, +22 to hit)

Cantrips (6th Level): Detect Magic


Catching a glimpse of a harmona is said to be lucky. Flying quickly, observing and scouting new areas, these brightly colored avian fey are all but hidden to the eye. A soft buzz accompanies them, discernible only to creatures with particularly keen hearing.

Intelligent and curious, these tiny fey birds freely roam the First World, accompanying high-ranking fey creatures such as queens or their courts. In turn, companions who treat a harmona with respect for their knowledge and skill benefit from the harmona's aid in times of need.

When these curious creatures find a natural gate between the planes, they glide through to explore and expand their knowledge. Those who find their way onto the Material Plane often choose to remain there in search of diverse and unusual places. This frequently leads them to the same locations that draw in curious adventurers. A harmona might befriend a non-fey adventurer as a companion, but they resent those who would treat them as pets and fight to the death to avoid capture.


Traits

Uncommon

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.

Fey

Creatures of the First World are called the fey.