Psychopomp, Nosoi
System: Pathfinder | SRD
Psychopomp, Nosoi
CR 2
XP 600
N
Outsider (extraplanar, psychopomp)
Tiny
Init +3
;
Senses darkvision 60 ft., low-light vision, spiritsense; Perception +9
Defense
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d10+3)
Fort +2
Ref +6
Will +4
DR 2/adamantine
Immune death effects, disease, poison
Resist cold 10, electricity 10
Offense
Speed 20 ft., fly 50 ft. (good)
Melee bite +8 (1d3–1)
Space 2-1/2 ft.
;
Reach 0 ft.
Special Attacks haunting melody
CMB +4
CMD 13
Statistics
Str 8,
Dex 16,
Con 12,
Int 11,
Wis 13,
Cha 16
Base Atk +3
Feats Alertness, Weapon Finesse
Skills Fly +17, Knowledge (history) +6, Knowledge (planes) +6, Perception +9, Profession (scribe) +7, Sense Motive +3, Stealth +17
Languages Abyssal, Celestial, Infernal
SQ change shape (raven or songbird [same statistics], beast shape II), spirit touch
Special Abilities
Haunting Melody (Su) A nosoi's song has the power to grip the spirits of those that hear it. All living and undead creatures within a 60-foot spread must succeed at a DC 14 Will saving throw or be fascinated. A creature that successfully saves is not subject to that nosoi's song for 24 hours. This effect continues for as long as the nosoi sings and for 1 round thereafter. A nosoi can sing for a number or rounds per day equal to twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, even though the undead subtype makes such creatures immune to mind-affecting effects (though undead creatures with immunity to mind-affecting effects from a source other than their creature type are still immune). The save DC is Charisma-based.
This strange black bird wears a leather long-nosed mask like a plague doctor.