Alkonoth

Large monstrosity, chaotic good

Armor Class 14 (natural armor)
Hit Points 27 (5d10)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 15 (+2)

Skills Perception +5
Senses passive Perception 15
Languages Common
Challenge 1 (200 XP)

ACTIONS

  • Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.
  • Song of Forgetting. The alkonoth sings a magical melody. Every being (except harpies, sirens, and other alkonoth) within 300 feet of the alkonoth that can hear the song must succeed on a DC 12 Wisdom saving throw or be affected until the song ends. The alkonoth must take a bonus action on its subsequent turns to continue singing. It can also stop singing at any time. The song ends if the alkonoth becomes incapacitated. Those affected become listless, forgetting why they are doing what they are doing. Ensorcelled creatures can take no actions other than to defend themselves. Furthermore, those affected lose their memory, including who they are, where they are, their skills, spells, etc., until they complete a long rest. The alkonoth never uses the song in the service of another unless the creature is a wizard’s familiar; even then, it will not use the song to harm anyone. A target that successfully saves is immune to this alkonoth’s song for the next 24 hours. The alkonoth is a rare and beautiful creature, a strange mixture of woman and bird, with the body of the latter and the head and torso of the former. A magnificent panoply of feathers crowns her tail and wings. Colorful, long, and coiled, these feathers define the alkonoth. Her face is always beautiful; her hair long, ranging in colors from blond to black, from silver to green; and her form, a perfect replica of a human female. They have no arms, but use their wings to fly, and their legs are those of a bird of prey.
  • Loners. These rare creatures travel alone and live in wilderness areas, preferring places least traveled by other creatures, such islands, deep forests, jungles, and so on. There are only females, and they keep themselves meticulously clean. They build elaborate nests from colorful strips of cloth salvaged from clothing, bedding, and the like wherever they make their homes. They lay small clutches of 1-3 eggs every few years in the deep sand next to the sea, watered by the surf.

ABOUT

Woodland Friends. The alkonoth are kindly creatures, and though they avoid most people, they will aid those in need with advice or guidance. If there is a druid in the group, that druid is likely to have common knowledge about these rare creatures. If the druid is respectful and kind to the alkonoth and has proved to the creature that he serves the natural world, it will grant the woodsman a boon. This boon usually increases the Strength, Wisdom, or Charisma of the druid by 1. After an encounter with an alkonoth, any druid gains bonus of +1 to all attribute checks and saving throws for one full week.

Precious Feathers. An alkonoth’s feathers are believed to impart magical powers and are extremely valuable in most markets, bringing several hundred gold pieces apiece.

Fishermen pay homage to and worship the alkonoth, for they believe that seeing one imparts good fortune in their fishing. This is often more than an old wives’ tale, for when the alkonoth lay their eggs, they sing a song of calm upon the sea and bid it rest for seven days. The resulting calm gives the eggs time to hatch in the warm, frothy, calm surf. After the seven days have passed, the sea’s pent-up energy unleashes and pummels the shores in massive storms. The fish follow these storms, and the fishermen find their wealth in the yield.

In these latter days, men encounter alkonoth from time to time, but they are still very rare.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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