Harpy
Creature 5 — air, beast, humanoid
SnareFlankerLANDAERIALbeasthumanoidair
Harpies are amalgamations of human and bird, resembling feral humans with wings, talons, and sharp teeth. They use their ancestral control of the wind to lure prey or even directly pull in their next meal. 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 in particular. Although harpies will eat goblins if sufficiently hungry, they dislike thei
Source: pathfinder-monster-core
Perception +12; darkvision
Languages common; Wind's Whispers
Skills acrobatics +13, deception +11, intimidation +13, performance +11, stealth +11, thievery +13
Str
+1
Dex
+4
Con
+0
Int
-1
Wis
+1
Cha
+2
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 plus Putrid Plague
Abilities
Wind's Whispers (air, primal) — When a harpy speaks, they can choose one creature within 90 feet. That creature can hear the harpy's words over any other sound, but no other creature hears the words at all.
Stench (aura, olfactory) — 30 feet. DC 21 Fortitude
A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.
A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.
Hungry Winds (air, concentrate, primal) — 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, where they make a jaws Strike against the target. If the target was pulled off the ground and can't fly, it then falls as normal.
Putrid Plague (disease) — The sickened and unconscious conditions from putrid plague can't end or be reduced until the disease is cured
Saving Throw DC 19 Fortitude
Stage 1 carrier with no ill effect (1d4 hours),
Stage 2 Sickened 1 (1 day),
Stage 3 sickened 1 and Slowed 1 (1 day),
Stage 4 Unconscious (1 day),
Stage 5 dead
Saving Throw DC 19 Fortitude
Stage 1 carrier with no ill effect (1d4 hours),
Stage 2 Sickened 1 (1 day),
Stage 3 sickened 1 and Slowed 1 (1 day),
Stage 4 Unconscious (1 day),
Stage 5 dead
WORKS WELL WITH
CrasherLAND / AERIALA heavy striker finishes off a target this creature has already pulled out of formation and closer to danger.
ShadeAERIALAn aerial ambusher can strike a target isolated by the pulling wind before it can rejoin its allies.
PUNISHES
✖ ranged reliance✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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