Undrella
System: Pathfinder | SRD
Undrella
CR 11
XP 12800
Init +5
;
Senses darkvision 60 ft.; Perception +19
Defense
AC 24, touch 17, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural)
hp 118 (14 HD; 7d10+7d10+42)
Fort +12,
Ref +15,
Will +9
Offense
Speed 30 ft., fly 80 ft. (average)
Melee mwk morningstar +15/+10/+5 (1d8)
Ranged +1 frost longbow +21/+16/+11 (1d8+1/×3 plus 1d6 cold)
Special Attacks captivating song, favored enemy (evil outsiders +2, humans +4)
CMB +14
CMD 31
Statistics
Str 10,,
Dex 20,,
Con 16,,
Int 7,,
Wis 14,,
Cha 19
Base Atk +14
Feats Dodge , Endurance , Flyby Attack , Great Fortitude , Manyshot , Point-Blank Shot , Precise Shot , Rapid Shot , Skill Focus (Bluff) , Weapon Focus (longbow)
Skills Bluff +24, Fly +22, Intimidate +8, Knowledge (local) +1, Perception +19, Perform (sing) +6, Stealth +9
Languages Common
SQ favored terrain (desert +2), hunter’s bond (companions), track +3, wild empathy +11, woodland stride
Special Abilities
Captivating Song (Su) A harpy’s song has the power to infect the minds of those that hear it, calling them to the harpy’s side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed at a DC 17 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads it into a dangerous area such as through fire or off a cliff, the victim receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.