Undrella
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)
Spells Prepared: (CL 4th; concentration +6) 2nd—wind wall 1st—resist energy (2)
Statistics
Str: 10 Dex: 20 Con: 16 Int: 7 Wis: 14 Cha: 19
Base Atk: +14 CMB: +14 CMD: 31
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
SQ: favored terrain (desert +2), hunter’s bond (companions), track +3, wild empathy +11, woodland stride
Languages: Common
Gear: +3 studded leather armor, +1 frost longbow, masterwork morningstar, amulet of natural armor +1, belt of incredible dexterity +2, ring of protection +1, 7 gp
Description
Female harpy ranger 7
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.
Undrella is something of an anomaly: a harpy who grew so used to living alongside the other monsters in the ruined town of Kelmarane that she remained when a group of heroes from the civilized races moved in and resettled the area.
When the region was later plagued by a powerful efreeti named Jhavhul, she found herself thrust from her adopted home and community, and swore bloody vengeance with a fury that only a harpy can muster. Though those events are now in the past, she still wears the scars of the conflict—both physically and emotionally—and is now nearly as alien to her own kind as she is to all others. A crack shot with her longbow—enhanced with the powers of frost during her quest for vengeance against the efreeti—Undrella is a terror on the wing, both for her well-placed missiles and her dangerously enchanting song. When confronted in person, Undrella quickly displays the narcissism that defines her personality, and is tolerant of others only so long as they flatter her, while at the same time turning every phrase into a sexual innuendo. As far as she’s concerned, she’s irresistible to creatures of all species, and though she may not kill all of the creatures she mates with, any who dare refuse her are quick to learn that the only thing more dangerous than a harpy’s affection is her wrath.
For more information on Undrella, see the Legacy of Fire Adventure Path.
Pathfinder Campaign Setting: Mythical Monsters Revisited Hydra THE MANY-HEADED SERPENT KNOWN AS THE HYDRA IS A FOUL SPECIMEN INDEED, FOR WITH ITS PERPETUALLY REGENERATING NECKS AND UNIQUE MODE OF REPRODUCTION, IT SEEMS TO BOTH REPRESENT AND MOCK THE ENDLESS STRUGGLES OF CIVILIZATION TO ENCAPSULATE AND CONTROL THE ELEMENTS OF NATURE. HEROES MAY TRY TO DECAPITATE THE BEAST, BUT IT WILL ONLY RETALIATE WITH TWICE THE VIGOR; LIKE RAKING THE SEASHORE’S SANDS AMID AN ADVANCING TIDE, BATTLING THE HYDRA IS A FOOL’S TRIAL, AND LIKE THE TRAGIC DOMINATION OF THE WILDS, ONE THAT CAN ONLY BE TRULY FINISHED WITH BLADE AND FIRE. —DEROMA LILEKTAS, MYTHOS OF THE WILD Hydra T he legendary hydra is a beast of vicious hunger and amazing regenerative powers, renowned for its ability to sprout two new heads when one is decapitated. Resembling a collection of snapping serpents atop a thick, coiling lower body that can run up to 20 feet long, the hydra is an imposing and brutish menace, lairing in the clammy backwaters of the world and devouring any creature smaller than itself. Its scales are as varied in hue as those of any species of snake, from glossy to dull and from greenish black to crimson, often marked with patterns of stripes, diamonds, and patchworks of color. Some hydras have heads that are more fanged and viperlike, with smooth and supple scales, while others have rugged hides that are leathery in texture, and elongated crocodilian or even draconic visages. Regardless, most hydras possess brightly colored frills or crests, traits they take great pride in and use to intimidate prey as well as to scare off potential predators.
Experienced marshwalkers and fisherfolk living in backwoods bayous tell many stories of the hydra, most of which are cautionary tales of lost friends or distant relations who ran afoul of the creature while in search of a secret fishing hole. According to these stories, the few survivors of such encounters typically abandoned the water and took up farming in the dry hill country, far, far away. While the tales are often told with a wink of humor, a deadly serious moral always underlies them: The hydra is not a creature to be trifled with. The only thing worse than meeting one by chance is attempting to turn the tables and actively hunt the hydra. While too dim to understand the human thirst for revenge, a hydra is all too willing to welcome a foolhardy hunter into its coils, adding its prey’s remains to its own stock of grisly trophies hung from the branches around its swampy home. It is only the blessing of the gods that such a terror is not made worse with a sharper mind.
Source: Mythical Monsters Revisited, p. 28
