Harpy Warbird
Creature 11 (rare) — humanoid
Pre-Remaster content. May include legacy alignment.
WeaverAnvilLANDAERIAL
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 hun
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +20; darkvision
Languages common
Skills acrobatics +21, athletics +20, intimidation +22, performance +24
Str
+5
Dex
+5
Con
+3
Int
+0
Wis
+3
Cha
+5
Items Halberd, Composite Shortbow
AC 30
Fort +18
Ref +22
Will +20
HP 200
Speed 20 feet, fly 60 feet
Offense
Melee Halberd (magical, reach-10, versatile-s) +23, Damage 2d10 + 11 piercing
Melee Talon (agile, finesse, unarmed) +22, Damage 2d4 + 11 slashing
Ranged Composite Shortbow (deadly-d10, magical, propulsive, reload-0) +23, range increment 60 feet, Damage 1d6 + 11 piercing
Abilities
Attack of Opportunity —
Captivating Song (auditory, concentrate, incapacitation, mental, primal) — The harpy cries out an eerie, compelling melody. Each non-harpy creature within a 300-foot emanation{300-foot aura} must attempt a DC 29 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.
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.
War Formation — A harpy warbird deals an extra 2d6 damage with its melee Strikes to any creature that's within reach of at least one of the harpy's allies.
WORKS WELL WITH
AnvilLAND / AERIALThe positioning tension between aerial debuff and grounded melee is resolved when the Anvil pins enemies inside Captivating Song's emanation while the harpy closes for War Formation.
CrasherLAND / AERIALThe tempo tension of delayed lockdown versus burst output is resolved when the Crasher capitalises on captivated enemies before saved targets recover.
PUNISHES
✖ low Will✖ movement
Works well with · Punishes · Pairing advice
Unlock with Tactics
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