This small creature has head and chest of an elegant woman and the body of a large, brilliantly plumed owl.
Alkonost (CR 5)
LN Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +3 natural, +1 size)
hp 52 (8d10+8)
Fort +7, Ref +11, Will +5
Immune immune: mind-affecting effects
Speed 30 ft., fly 60 ft. (good)
Melee talon +12 (1d6-2), talon +12 (1d6-2)
Special Attacks alkonost’s song
Spell-Like Abilities (CL 7th; concentration +12)
3/day—cause fear (DC 16), hideous laughter (DC 17)
1/day—confusion (DC 18)
Str 6, Dex 16, Con 12, Int 12, Wis 17, Cha 21
Base Atk +8; CMB +5; CMD 19
Feats Dodge, Flyby Attack, Lightning Reflexes, Weapon Finesse
Skills Bluff +8, Diplomacy +8, Fly +13, Perception +10, Perform (sing) +16, Sense Motive +9
Other Gear 150 gp
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (60 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Alkonost’s Song (DC 19) (Su) When an alkonost sings, all creatures within a 300-foot spread must succeed on a DC 19 Will save or become enthralled (see below). The effect depends on the type of song the alkonost chooses, and continues for as long as the alkonost sings and for 1 round thereafter. A creature that successfully saves cannot be affected again by any of that alkonost’s songs for 1 hour. These are sonic, mind-affecting effects. The save DC is Charisma-based. Enthralled creatures behave in one of the following four ways, which the alkonost chooses when she begins singing.
- Captivation: An alkonost’s song has the power to infect the minds of those that hear it, calling them to the alkonost’s side. When an alkonost sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 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 alkonost using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature 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 alkonost sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
- Fascination: Affected creatures are fascinated.
- Obsession: An obsessed victim becomes defensive of the alkonost and does all he can to prevent harm from coming to her, going so far as attacking his allies in her defense. The victim is not controlled by the alkonost, but views her as a cherished ally. This is a charm effect.
- Slumber: The victim immediately falls asleep, rendering the creature helpless. While the alkonost is singing, no noise will wake the sleeping creature, though slapping or wounding him does. The creature continues sleeping for 1d4 minutes after the alkonost stops singing, but can be awakened by loud noises or any other normal method.
Alkonosts are mysterious creatures created by Chernobog during the Ordering of Yavmir. Rarely seen, Alkonosts have the head and chest of an elegant woman and the body of a large, brilliantly plumed owl. Loyal servants of their ascended master, their haunting melodies can be heard across the desolate wilderness of Yavmir.
Alkonosts are covered with long black feathers and are tasked with guarding Chernobog’s most secret, hallowed lands. Their songs are those of dissonance and terror; meant to hastily discourage interlopers and invaders. It is said that listening to an Alkonost’s song for even a few scant moments can drive a man to madness, and curse his soul to an eternity of torment.