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Syrinx

Robed in silk and its own regal wings, this humanoid assays its surroundings with the lethal detachment of the owl it resembles.

Syrinx CR 1/3

Source Inner Sea Bestiary pg. 51
XP 135
Syrinx adept 1
LE Medium humanoid (syrinx)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +3 (+5 at night)

Defense

AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 5 (1d6–1)
Fort –1, Ref –1, Will +4; +2 vs. mind-affecting effects

Offense

Speed 30 ft., fly 60 ft. (average)
Melee quarterstaff –1 (1d6–1)
Adept Spells Prepared (CL 1st; concentration +3)
1st—command (DC 13)
0—detect magic, ghost sound (DC 12), read magic, stabilize

Statistics

Str 8, Dex 8, Con 9, Int 12, Wis 15, Cha 11
Base Atk +0; CMB –1; CMD 8
Feats Combat Casting
Skills Fly +3, Perception +3 (+5 at night), Spellcraft +5; Racial Modifiers +2 Perception at night, +2 Stealth at night
Languages Common, Syrinx; speak with avians

Ecology

Environment temperate mountains (Arcadia)
Organization solitary, pair, or cell (3–8)
Treasure standard

Special Abilities

Speak with Avians (Ex) Syrinx can speak with all birds of the animal creature type and birdlike magical beasts (like phoenixes and thunderbirds).

Description

From lofty monastery-cities entrenched in soaring cliff sides and high mountain valleys, the syrinx seek to bring peace to all lands that fall within sight of their marbled spires. Erudite and aloof, the owl-like scholars embrace art, philosophy, and nebulous faiths, seeking to distance themselves from a history of barbarism and ruin. To this end, they seek to enslave all lesser races, especially those without wings. Their elitist culture rests upon thousands of backs in an elaborate hierarchy of slaves. Directly below the syrinx are the strix, a race they magically modified in the distant past to serve as warriors and slave masters.