Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Echolocation
The consonite choir can use hearing as a precise sense at the listed range.
Ability
Resonant Chimes
(aura, evocation, sonic) 30 feet. The consonite choir's tones resonate within physical objects. A creature that begins its turn in the aura deals an additional 2d6 sonic damage on any Strike using a weapon.
Ability
Swarming Chimes
The swarm deals 4d6 slashing damage plus 2d6 sonic damage to each enemy in the swarm's space (DC 33 basic Reflex save). On a critical failure, the enemy is also deafened for 1 minute.
Offense
Ranged
Circumstance: combat round (ranged)
launched blade +26 [+21/+16] (magical, range 120 feet, sonic), Damage 6d6 piercing plus 2d6 sonic
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Swarm
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
Immunity
precision
swarm mind
Language
Terran
Perception
darkvision
echolocation (precise) 120 feet
Resistance
bludgeoning 8
piercing 15
slashing 15
Weakness
area damage 8
splash damage 8