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Melodic SquallCreature 16


RareHugeAirChaoticElementalEvil
Source Pathfinder #167: Ready? Fight!
Perception +30 (darkvision)
Languages Sussuran, 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 One Action +32 (+28, +24) to hit (agile, finesse) 3d10+14 Bludgeoning
Solid Refrain One Action +32 (+27, +22) to hit 3d8+14 Sonic

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 melodic squall recreates the auditory effect, gaining the bonuses for itself and its allies as long as the original effect persists.

Retune Reaction (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 One Action (auditory, concentrate, 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 One Action (emotion, fear, mental, primal, sonic)

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.

Swiftness

The melodic squall's movement doesn't trigger reactions.

Push 10ft 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.


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

Rare

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.

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 connection to magical air.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.