Ithreian Priest (CR 10; XP 9,600)
Harpy cleric of Ithreia 11 (Legendary Races: Harpy)
LN Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +9
Aura terrifying to goblins (120 ft.; W-DC 15)
AC 23, touch 14, flat-footed 19
(+5 armor, +3 Dex, +1 dodge, +4 natural)
hp 82 (11d8+33)
Fort +8, Ref +6, Will +11
Defensive Abilities body of ice, eyes of the hawk; Resist cold 5
Speed 20 ft.; fly 40 ft. (average)
Melee +1 light mace +12/+7 (1d6), 2 talons +6 (1d3–1)
Ranged mwk pilum +12/+7 (1d8–1)
Special Attacks channel positive energy 6/day (6d6, W-DC 19)
Cleric Spell-Like Abilities (CL 11th; concentration +15)
Harpy Spell-Like Abilities (CL 11th; concentration +14)
3/day—charm person (W-DC 14)
Spells Prepared (CL 11th; concentration +15)
6th—cone of coldD (R-DC 20), heal
5th—beast shape IIID (animals only), breath of life, cone of cold (R-DC 19)
4th—control waterD, freedom of movement, Ithreia’s preparation, sending, spiritual ally
3rd—bestow curse, blindness/deafness (F-DC 17), create food and water, dispel magic, water breathingD, wind wall
2nd—fog cloudD, frost fall (F-DC 16), resist energy, silence, spiritual weapon, winter blubber
1st—calm animalsD (W-DC 15), command (W-DC 15), endure elements, song of lore
0th (at will)—guidance, light, mending, stabilize
Domains Feather, Ice
Before Combat The Ithreian priest casts winter blubber each day. The Ithre¬ian priest tries to learn of enemies before fighting them so that she can cast the appropriate versions of Ithreia’s preparation, resist energy, and other prepa¬ratory spells.
Base Statistics Without her spells, the Ithreian priest’s statistics are AC 20, flat-footed 16; Resist
During Combat The Ithreian priest uses spiritual ally, control water, and dispel magic to soften up foes before finishing them off with cones of cold. She normally reserves beast shape III for escaping a losing fight.
Str 8, Dex 16, Con 12, Int 8, Wis 18, Cha 16Base Atk +8; CMB +7; CMD 21
Feats Dodge, Mobility, Quick Draw, Toughness, Weapon Finesse
Skills Fly +9, Knowledge (nature) +5, Knowledge (religion) +5, Perception +9, Perform (sing) +7, Swim +3
Languages Auran, Common
SQ captivating voice, eyes of the hawk
Combat Gear potion of cure moderate wounds; Gear +1 light mace, +2 stud¬ded leather, aquatic cumberbund, cloak of resistance +1, headband of inspired wisdom +2, quick runner’s shirt, mwk pilums (2), silver holy symbol, spell components pouch, 33 pp, 3 gp
Faith Ithriea
Special Abilities
Captivating Voice (Ex) Harpies treat Perform (song) as a class skill.
Terrifying to Goblins (Ex) Goblins are terrified of harpies, who are their age-old foes. A goblin coming within 120 ft. of the harpy can smell them and must make a DC 15 Will save or flee for 1 round. A goblin that successfully saves is not subject to this effect for another 24 hours. This is a scent-based, mind-affecting fear effect.