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

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3.2 KiB
YAML

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
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.
divine_spells: null
hp: 68
immunities: null
innate_spells: null
items: null
languages:
- Common
level: 5
melee:
- action_cost: One Action
damage:
formula: 1d6+4
type: bludgeoning
name: club
to_hit: 12
traits: null
- action_cost: One Action
damage:
formula: 2d6+4
type: slashing
name: talon
to_hit: 15
traits:
- agile
- finesse
name: Harpy
perception: 12
proactive_abilities:
- action_cost: One Action
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. **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.
name: Captivating Song
traits:
- auditory
- concentrate
- enchantment
- incapacitation
- mental
- primal
ranged:
- action_cost: One Action
damage:
formula: 1d6+4
type: bludgeoning
name: club
to_hit: 15
traits:
- thrown 10 feet
resistances: null
saves:
fort: 9
ref: 15
will: 12
saves_special:
fort: null
ref: null
will: null
senses:
- darkvision
skills:
Acrobatics: 13
Deception: 13
Intimidation: 11
Performance: 14
skills_special: null
speed:
- amount: 20
type: Land
- amount: 60
type: Fly
spell_attack_to_hit: null
spell_dc: null
traits:
- CE
- Medium
- Humanoid
type: Creature