Covered in rough, white and gray crystal, the Cie’th before you looks to be naught but a head with a pair of triangular wings, flapping through the air like an overly large sparrow. Several of them swarm around the area at once.– Manly Man
AC 20, touch 16, flat-footed 14 (+3 dex, +4 natural, +1 dodge, +2 size)
hp 34 (4d10+12)
Fort +5, Ref +7, Will +3
DR 5/adamantine or crystal; Immune mind-affecting; SR 14
Speed fly 40 ft. (good)
Melee Slam +5 (1d2-1)
Special Attacks Life Sounding
Spells Known (FC CL 4th, Concentration +6)
1st (DC 13) – Aero
2nd (DC 14) – Poison
Str 8, Dex 16, Con 12, Int 2, Wis 14, Cha 11
Base Atk +4; CMB +5; CMD 15
Feats Dodge, Toughness
Skills Fly +15, Perception +9
Languages Common (cannot speak)
SQ Uncanny Dodge
Life Sounding (Su)
1/day, as a standard action, a chonchon may emit a refreshing hum that closes the wounds of its fellows. All allies within a 30 ft. radius are healed for 3d6 points of damage, are cured of the Poison status effect, and no longer suffer fatigue. Exhausted allies within the radius are instead fatigued. Blue mages may learn this ability as a 3rd-level spell (Knowledge: Local DC 21).
Uncanny Dodge (Ex)
A chonchon can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A chonchon can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.
Organization gang (3-5), flock (6-12), unkindness (13+)
Curiously formed Cie’th, chonchons have a surprising knack for healing and wind magic that one would not normally expect from something of its size. Never appearing in groups of less than three, these strange creatures wildly skitter through the air, firing off aero spells with little to no stratagem in mind, healing all those within reach of their life sounding ability if they drop below half health.
Chonchons have a four-foot wingspan and weigh about 15 pounds.