Harpies
Harpies, feared creatures of myth and legend, bear a startling and grotesque blend of human and avian features. Their lithe, upper human torsos transition seamlessly into the feathered bodies of birds of prey, their faces typically a distorted blend of womanly beauty and avian ferocity. Wings sprout from their backs, allowing them the freedom of the skies. Talon-tipped feet and hands make them formidable foes in close combat. Their colors can range from raven-black or hawk-brown to more exotic and unsettling hues, a mark of their supernatural origin.
The most sinister ability of the harpies lies not in their physical prowess but in their hypnotic song. These melodies, hauntingly beautiful and imbued with dark magic, drift through forests and across open landscapes, captivating any who hear them. Travelers, hearing the soft, seductive refrains, often feel compelled to follow the source, entranced and oblivious to their surroundings. This call lures the unwary into the harpies' lairs or treacherous terrains, leaving them vulnerable to ambush or ensnarement.
Harpies are not merely predators of the body but also of the soul. Their songs don't just trap travelers physically, but they also torment their minds, awakening deep desires, fears, and memories. As their victims approach, harpies revel in the ensuing chaos and emotional torment, often playing with their prey before making a deadly strike. Adventurers are advised to protect their ears and minds when traversing harpy-infested territories, lest they fall victim to their malevolent melodies.
Tier 1
Young Harpy
Medium, Monstrosity
Tier 1, Challenge Point 1, XP: 1
Attributes
AC 12 AP 0 HP 2 Posture 6
- Damage Immunities: Sonic
- Passive Insight/ Perception 13
- Language Common, Druidic
Movement
Base/ Fly 30 Climb/Swim 0 Dash 10 Stats + Skills
STR -2 DEX +4 INT -2 WIS +3 CHA +1
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- One with Skies You are in fast terrain while flying.
Action (1)
Sing (Concentration) All creatures within 300 feet of you must make an Insight Save (DC 12).
On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours.
While Enchanted by you, the target follows your voice, even if it would harm itself.
Talons Hit +4, Dmg 1d4 slash
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Harpy
Medium, Monstrosity
Tier 1, Challenge Point 2, XP: 2
Attributes
AC 14 AP 0 HP 6 Posture 8
- Damage Immunities: Sonic
- Passive Insight/ Perception 14
- Language Common, Druidic
Movement
Base/ Fly 30 Climb/Swim 0 Dash 10 Stats + Skills
STR -2 DEX +4 INT -2 WIS +4 CHA -2
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- One with Skies You are in fast terrain while flying.
Action (1)
- Sing (Concentration) All creatures within 300 feet of you must make an Insight Save (DC 12).
- On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours.
- While Enchanted by you, the target follows your voice, even if it would harm itself.
- Talons Hit +4, Dmg 1d6 slash
- Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +2 bonus to your AC, potentially making that Attack miss instead.
Tier 2
Harpy Huntress
Medium, Monstrosity
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 0 HP 26 Posture 18
- Damage Immunities: Sonic
- Passive Insight/ Perception 14
- Language Common, Druidic
Movement
Base/ Fly 35 Climb/Swim 0 Dash 10 Stats + Skills
STR +2 DEX +6 INT -1 WIS +4 CHA -2
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- One with Skies You are in fast terrain while flying.
Action (1)
Sing (Concentration) All creatures within 300 feet of you must make an Insight Save (DC 14).
On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours.
While Enchanted by you, the target follows your voice, even if it would harm itself.
Talons Hit +6, Dmg 2d6 slash
Aerial Grab: If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 14) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns.
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC, potentially making that Attack miss instead.
Harpy Screamer
Medium, Monstrosity
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 0 HP 22 Posture 18 Mana 4
- Damage Immunities: Sonic
- Passive Insight/ Perception 14
- Language Common, Druidic
Movement
Base/ Fly 35 Climb/Swim 0 Dash 10 Stats + Skills
STR -2 DEX +6 INT -1 WIS +4 CHA -2
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Death Scream When you die, all creatures within 300 feet of you must make an Endurance Save (DC 14). A creature takes 2d10 sonic damage on a fail, or half as much on a success.
- One with Skies You are in fast terrain while flying.
- Spell Skill Spell Hit: +6, Spell DC (14)
Action (1)
Sing (Concentration) All creatures within 300 feet of you must make an Insight Save (DC 14).
On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours.
While Enchanted by you, the target follows your voice, even if it would harm itself.
Talons Hit +6, Dmg 1d6 slash
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Cast Spell You can cast the following spells:
At Will: Sonic Blast
Level 1 (1 Mana): Scream
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC, potentially making that Attack miss instead.
Undead Harpy
Medium, Undead
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 0 HP 22 Posture 18
- Damage Immunities: Sonic
- Passive Insight/ Perception 14
- Language Common, Druidic
Movement
Base/ Fly 35 Climb/Swim 0 Dash 10 Stats + Skills
STR -2 DEX +6 INT -1 WIS +4 CHA -2
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
One with Skies You are in fast terrain while flying.
Undead Plague When you kill a creature, it turns into an Undead with the same Tier it had while alive.
Undead Mind You are immune to being Confused, Enchanted or Scared.
Action (1)
Sing (Concentration) All creatures within 300 feet of you must make an Insight Save (DC 14).
On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours.
While Enchanted by you, the target follows your voice, even if it would harm itself.
Talons Hit +6, Dmg 1d6 slash
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 14), or become Poisoned (1d6, 1 turn). A creature that is already Poisoned takes 1d6 extra poison damage instead.
Reaction
- Relentless If you would be reduced to 0 HP by a damage that isn't Fatal, you can use your Reaction to make an Endurance Save (DC 15). On a success, you are reduced to 1 HP instead.
Singer Harpy
Medium, Monstrosity
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 0 HP 14 Posture 14
- Damage Immunities: Sonic
- Passive Insight/ Perception 14
- Language Common, Druidic
Movement
Base/ Fly 35 Climb/Swim 0 Dash 10 Stats + Skills
STR -2 DEX +6 INT -1 WIS +4 CHA +7
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Enchantment Aura At the start of your turn, any creature of your choice within 30 feet of you must succeed on an Insight Save (DC 14), or become Enchanted by you for 1 turn.
- One with Skies You are in fast terrain while flying.
Action (1)
Sing (Concentration) All creatures within 300 feet of you must make an Insight Save (DC 15).
On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours.
While Enchanted by you, the target follows your voice, even if it would harm itself.
Forced Love: Choose one creature within 30 feet of you. That creature must succeed on an Insight Save (DC 14), or be under your control for 1 turn, as if by the effects of the Control Creature spell. Creatures Enchanted by you automatically fail this Save.
Talons Hit +6, Dmg 1d6 slash
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC, potentially making that Attack miss instead.
Burning Harpy
Medium, Monstrosity
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 0 HP 22 Posture 18
- Damage Immunities: Sonic
- Passive Insight/ Perception 14
- Language Common, Druidic
Movement
Base/ Fly 35 Climb/Swim 0 Dash 10 Stats + Skills
STR -2 DEX +6 INT -1 WIS +4 CHA -2
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- One with Skies You are in fast terrain while flying.
- Fire Form Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d6). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water.
Action (1)
Sing (Concentration) All creatures within 300 feet of you must make an Insight Save (DC 14).
On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours.
While Enchanted by you, the target follows your voice, even if it would harm itself.
Talons Hit +6, Dmg 1d6 slash + 1d6 fire
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Ignite: On a hit, that target becomes Ignited (1d4).
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC, potentially making that Attack miss instead.
Wind Harpy
Medium, Monstrosity
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 0 HP 22 Posture 18 Mana 4
- Damage Immunities: Sonic
- Passive Insight/ Perception 14
- Language Common, Druidic
Movement
Base/ Fly 35 Climb/Swim 0 Dash 10 Stats + Skills
STR -2 DEX +6 INT -1 WIS +4 CHA -2
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Spell Skill Spell Hit: +6, Spell DC (14)
- One with Skies You are in fast terrain while flying.
Action (2)
Sing (Concentration) All creatures within 300 feet of you must make an Insight Save (DC 14).
On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours.
While Enchanted by you, the target follows your voice, even if it would harm itself.
Talons Hit +6, Dmg 1d6 slash
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Cast Spell You can cast the following spells:
At Will: Minor Wind Slash
Level 1 (1 Mana): Wind Slash
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC, potentially making that Attack miss instead.
Tier 3
Harpy Matriarchy
Large, Monstrosity
Tier 3, Challenge Point 20, XP: 60
Attributes
AC 18 AP 0 HP 124 Posture 68
- Damage Immunities: Sonic
- Passive Insight/ Perception 15
- Language Common, Druidic
Movement
Base/ Fly 35 Climb/Swim 0 Dash 30 Stats + Skills
STR +4 DEX +8 INT +4 WIS +5 CHA -2
- LU +1: Luck Points: 1; Critical Fail: 1
Villain Action
Call Daughters When you roll for Initiative, you can call 3d4 harpies to aid you in battle.
Harpies Screams When you roll for Initiative, you can scream as loud as you can. All creatures within 300 feet of you must make an Endurance Save (DC 16) or take 2d12 sonic damage on a fail, or half as much on a success.
Any creature that takes this sonic damage must also succeed on an Insight Save (DC 16) or become Scared of you for 1 turn.
Fallen Grace If you have 40 or less HP, all harpies within 60 feet take extra 1 Action at the start of your turn.
Abilities
Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
One with Skies You are in fast terrain while flying.
Action (3)
Sing (Concentration) All creatures within 300 feet of you must make an Insight Save (DC 16).
On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours.
While Enchanted by you, the target follows your voice, even if it would harm itself.
Harpies Chorus All creatures within 60 feet of you must make an Endurance Save (DC 16), taking 2d12 sonic damage on a fail, or half as much on a success.
Any creature that takes this sonic damage must also succeed on an Insight Save (DC 16) or become Scared of you for 1 turn.
Triumph: This Action has a limit of once per round.
Talons Hit +8, Dmg 2d6 slash
Aerial Grab: If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 16) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns.
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Reaction
- Revenge When one of your daughters dies, you can make 1 Attack of Opportunity against the target that killed the ally if it is within reach, even if that target has Disengaged.