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
Syrinx adept 1
LE Medium humanoid (syrinx)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +3 (+5 at night)
AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 5 (1d6–1)
Fort –1, Ref –1, Will +4; +2 vs. mind-affecting effects
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
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
Environment temperate mountains (Arcadia)
Organization solitary, pair, or cell (3–8)
Speak with Avians (Ex) Syrinx can speak with all birds of the animal creature type and birdlike magical beasts (like phoenixes and thunderbirds).
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.
Syrinx Racial Traits
+2 Wisdom, –2 Dexterity: Syrinxes are contemplative and patient, traits that make them somewhat slow to act.
Normal Speed: Syrinxes have a base speed of 30 feet.
Flight: Syrinxes have a fly speed of 60 feet with average maneuverability.
Low-Light Vision: Syrinxes can see twice as far as humans in conditions of dim light.
Darkvision: Syrinxes can see in the dark up to 60 feet.
Nocturnal: Syrinxes gain a +2 racial bonus on Perception and Stealth checks at night.
Pride: Syrinxes receive a +2 racial bonus on saving throws against mind-affecting effects.
Speak with Avians: Syrinxes can speak with all birds of the animal creature type and birdlike magical beasts (such as phoenixes and thunderbirds).
Languages: Syrinxes begin play speaking Syrinx. Syrinxes with high Intelligence scores can choose from the following: Auran, Azlant, Celestial, Strix, and Infernal.
Syrinx Alternate Racial Traits
Replaces Nocturnal, Pride
Source Inner Sea Races pg. 216
Syrinxes often have a natural talent for sensing how to unsettle and oppress other creatures. As a swift action, a syrinx can attempt a Sense Motive check against a DC of 10 + a creature’s Hit Dice + its Charisma modifier or a DC of 10 + the creature’s Bluff modifier, whichever is higher. On a success, syrinx gains a +4 racial bonus on Intimidate checks against that target and a +1 racial bonus to the DC of any fear effects she uses against that target. This racial trait replaces nocturnal and pride.