185 lines
5.5 KiB
YAML
185 lines
5.5 KiB
YAML
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ability_mods:
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cha_mod: 4
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con_mod: 0
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dex_mod: 4
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int_mod: -1
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str_mod: 1
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wis_mod: 1
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ac: 22
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ac_special: null
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alignment: CE
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automatic_abilities: null
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description: 'Harpies are filthy amalgamations of human and bird, resembling feral
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humans with wings, talons, and mouths full of sharp teeth. They use captivating
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songs to lure creatures in, then murder them while they stand transfixed. They enjoy
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causing confusion and fear in their prey before they strike, believing it creates
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a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer
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sapient prey—humans and elves are their favorite. Although harpies will eat goblins
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if sufficiently hungry, they dislike their flavor and avoid eating them if possible.
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This doesn''t comfort goblins, of course, who have a particularly strong fear of
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harpies. Because their aeries often reek with the gore of their kills and careless
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spatters of guano, harpies carry a distinctly vile scent that canny travelers associate
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with danger. Harpies who roost close to civilization make better efforts to keep
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clean, though these efforts have mixed results.
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Harpies live in family groups or larger clans. They are lightweight despite their
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size, standing 5 feet tall and weighing only around 90 pounds. While most use relatively
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simple weapons, some harpies take pride in learning and mastering the use of more
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complex tools of war such as swords and slings. Those who master the use of the
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bow, in particular, are often regarded as heroes among their kind and terrors among
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their victims.
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**__Recall Knowledge - Humanoid__ (__Society__)**: DC 20'
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hp: 68
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hp_misc: null
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immunities: null
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items:
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- club
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languages:
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- Common
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level: 5
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melee:
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- action_cost: One Action
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damage:
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formula: 1d6+4
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type: bludgeoning
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name: club
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plus_damage: null
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to_hit: 12
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traits: null
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- action_cost: One Action
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damage:
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formula: 2d6+4
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type: slashing
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name: talon
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plus_damage: null
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to_hit: 15
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traits:
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- agile
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- finesse
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name: Harpy
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perception: 12
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proactive_abilities:
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- action_cost: One Action
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critical_failure: As failure, but if attacked by the harpy, the creature can attempt
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a new save at the start of its next turn, rather than being freed at the end of
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the harpy's turn.
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critical_success: null
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description: 'The harpy cries out an eerie, compelling melody. Each non-harpy creature
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within a 300-foot aura must attempt a DC 21 Will save to avoid becoming captivated
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by the harpy''s song. The effect lasts for 1 round, but if the harpy uses this
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ability again on subsequent rounds, it extends the duration by 1 round for all
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affected creatures. Once a creature succeeds at any save against Captivating Song,
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that creature is temporarily immune to Captivating Songs for 24 hours.
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'
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effect: null
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effects: null
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failure: The creature is fascinated, and it must spend each of its actions to move
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closer to the harpy as expediently as possible, while avoiding obvious dangers.
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If a captivated creature is adjacent to the harpy, it stays still and doesn't
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act. If attacked by the harpy, the creature is freed from captivation at the end
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of the harpy's turn.
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frequency: null
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full_description: null
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generic_description: null
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name: Captivating Song
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range: null
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raw_description: '**Captivating Song** (__auditory__, __concentrate__, __enchantment__,
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__incapacitation__, __mental__, __primal__) The harpy cries out an eerie, compelling
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melody. Each non-harpy creature within a 300-foot aura must attempt a DC 21 Will
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save to avoid becoming captivated by the harpy''s song. The effect lasts for 1
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round, but if the harpy uses this ability again on subsequent rounds, it extends
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the duration by 1 round for all affected creatures. Once a creature succeeds at
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any save against Captivating Song, that creature is temporarily immune to Captivating
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Songs for 24 hours.
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**Success** The creature is unaffected.
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**Failure** The creature is __fascinated__, and it must spend each of its actions
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to move closer to the harpy as expediently as possible, while avoiding obvious
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dangers. If a captivated creature is adjacent to the harpy, it stays still and
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doesn''t act. If attacked by the harpy, the creature is freed from captivation
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at the end of the harpy''s turn.
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**Critical Failure** As failure, but if attacked by the harpy, the creature can
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attempt a new save at the start of its next turn, rather than being freed at the
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end of the harpy''s turn.'
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requirements: null
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success: The creature is unaffected.
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traits:
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- auditory
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- concentrate
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- enchantment
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- incapacitation
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- mental
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- primal
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trigger: null
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ranged:
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- action_cost: One Action
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damage:
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formula: 1d6+4
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type: bludgeoning
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name: club
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plus_damage: null
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to_hit: 15
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traits:
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- thrown 10 feet
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rarity: Common
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resistances:
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- amount: null
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type: '>'
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ritual_lists: null
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saves:
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fort: 9
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fort_misc: null
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misc: null
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ref: 15
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ref_misc: null
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will: 12
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will_misc: null
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sense_abilities: null
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senses:
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- Perception +12
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- darkvision
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size: Medium
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skills:
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- bonus: 13
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misc: null
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name: 'Acrobatics '
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- bonus: 13
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misc: null
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name: 'Deception '
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- bonus: 11
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misc: null
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name: 'Intimidation '
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- bonus: 14
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misc: +16 singing
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name: 'Performance '
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source:
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- abbr: Bestiary
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page_start: 204
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page_stop: null
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speed:
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- amount: 20
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type: Land
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- amount: 60
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type: fly
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spell_lists: null
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traits:
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- CE
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- Medium
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- Humanoid
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type: Creature
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weaknesses: null
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