Harpy (BB)
Creature 5 — air, beast, humanoid
WeaverFlankerLANDAERIALair
Harpies are an amalgamation of human and bird, using their ancestral control of the wind to lure prey or even directly pull in their next meal. Harpies can eat most creatures, but prefer to eat humans and elves in particular. Harpies live in family groups or larger clans, although they rarely hunt in big groups, preferring to keep most meals for themselves.
Source: menace-under-otari-bestiary
Perception +12; darkvision
Skills acrobatics +13, deception +11, intimidation +13, performance +11, stealth +11, thievery +13
Str
+1
Dex
+4
Con
+0
Int
-1
Wis
+1
Cha
+4
AC 21
Fort +9
Ref +15
Will +12
HP 75
Speed 20 feet, fly 60 feet
Offense
Melee Talon (agile, finesse, unarmed) +15, Damage 2d6+4 slashing
Melee Jaws (finesse, unarmed) +15, Damage 2d8+4 piercing
Abilities
Stench — A creature that comes within 30 feet of the harpy and can smell the harpy must attempt a DC 21 Fortitude save. On a failure, the creature takes a –1 status penalty to all checks and DCs until it uses an action to retch (Sickened 1). A creature that succeeds at its save isn't affected by any harpy's stenches for 1 minute.
Hungry Winds (air, concentrate) — The harpy uses the wind to pull its prey closer. A target within 20 feet must succeed at a DC 21 Fortitude save or be pulled adjacent to the harpy. The harpy then makes a jaws strike against the target. If the target is pulled into the air and cannot fly, it falls as normal.
WORKS WELL WITH
AnvilLAND / AERIALThe harpy pulls enemies into the anvil's reach with Hungry Winds while Stench debuffs the entire cluster.
CrasherLAND / AERIALA crasher wades into the debuffed, pulled-together group while the harpy harries from the air.
ShadeLAND / AERIALA shade draws attention on the ground while the harpy positions freely with flight for Hungry Winds angles.
PUNISHES
✖ clumping✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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