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Shanty Chanter

Shanty chanters are known to dwell along the coasts of Garund or the eastern isles of the Shackles, living on small islands or cliffsides but rarely venturing too far inland. These capricious fey have humanoid torsos and seagull heads, wings, and feet, and they stand about 5 feet tall. Consummate performers, shanty chanters adore music, especially the sea shanties sung by ships' crews. The songs from these fey's aeries can be heard from miles away over the open sea. While some sailors claim these songs intentionally lure mortals to drown, most shanty chanters aren't outright malevolent and would be more inclined to investigate a foundering ship than to slaughter those aboard, even if they do relieve such a vessel of its valuables.

Shanty chanters have a particular affinity for pirate ships, and a captain who wins an alliance with an aerie of shanty chanters is considered blessed with good luck. Of course, this attention can be a double-edged sword. If a captain fails to appease the ship's allied shanty chanters (generally by giving them a fair share of the plunder gained while they're on board), the affronted fey afflicts the captain with a mariner's curse before departing for more prosperous shores.

Recall Knowledge - Fey (Nature): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Shanty ChanterCreature 10

Rare Medium Fey 
Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 88
Perception +20; low-light vision
Languages Common, Fey
Skills Acrobatics +20, Deception +22, Diplomacy +20, Nature +20, Performance +22, Sailing Lore +18
Str +5, Dex +6, Con +5, Int +4, Wis +4, Cha +6
AC 30; Fort +17, Ref +22, Will +20
HP 175; Weaknesses cold iron 10
Speed 25 feet; fly 60 feet
Melee [one-action] beak +22 [+17/+12] (finesse, magical), Damage 2d12+11 piercingMelee [one-action] talon +22 [+18/+14] (agile, finesse, magical), Damage 2d8+11 slashingPrimal Innate Spells DC 29; 5th mariner's curse (×2); 4th charm, lightning bolt, water breathing; 3rd wall of wind; Cantrips (5th) electric arc
Seasong (air, concentrate, primal) A shanty chanter aboard a vessel that uses wind propulsion can use this exploration activity to call up lightly buffeting winds. The chanter can Sustain this effect for up to 8 hours, during which the vessel they're on benefits from the propulsion in the desired direction. Seasong is overwhelmed and negated by powerful storms.Shanty Call [three-actions] (auditory, linguistic, primal) Frequency once per day; Effect The shanty chanter begins to sing a catchy sea shanty and selects up to 10 allies within 60 feet who can hear the shanty chanter to potentially join in. Selected allies feel an urge to join but aren't required to—a targeted ally can join as a Reaction. A shanty chanter can Sustain Shanty Call as a Reaction at the start of their turn for up to 1 minute. While sustained, the shanty chanter and all allies who joined the shanty when they began to sing become quickened and can use the extra action to Climb, Force Open, Reposition, Shove, Strike, or Swim. When the shanty chanter ceases to Sustain Shanty Call, they and all allies who were affected become fatigued for 1 minute.

Sidebar - Additional Lore Chanter Vanity

Shanty chanters are quite vain, adorning themselves in jewelry obtained in the raids of their allied ships or taken in raids of their own. They appreciate flattery toward both their physical appearances and musical talents, and they view this type of bribe to be as valuable as material goods. Conversely, the surest way to gain a shanty chanter's enmity is to insult their singing, and only the deeply unwise would dare such a thing.