111 lines
3.2 KiB
YAML
111 lines
3.2 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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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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divine_spells: null
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hp: 68
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immunities: null
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innate_spells: null
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items: null
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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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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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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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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. **Success**
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The creature is unaffected. **Failure** The creature is fascinated, and it must
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spend each of its actions to move closer to the harpy as expediently as possible,
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while avoiding obvious dangers. If a captivated creature is adjacent to the harpy,
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it stays still and doesn't act. If attacked by the harpy, the creature is freed
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from captivation at the end of the harpy's turn. **Critical Failure** As failure,
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but if attacked by the harpy, the creature can attempt a new save at the start
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of its next turn, rather than being freed at the end of the harpy's turn.
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name: Captivating Song
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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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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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to_hit: 15
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traits:
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- thrown 10 feet
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resistances: null
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saves:
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fort: 9
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ref: 15
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will: 12
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saves_special:
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fort: null
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ref: null
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will: null
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senses:
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- darkvision
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skills:
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Acrobatics: 13
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Deception: 13
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Intimidation: 11
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Performance: 14
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skills_special: 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_attack_to_hit: null
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spell_dc: 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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