pathfinder-2-sqlite-MIRROR/data/monsters/harpy.yaml

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