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5e Updates: Monstrous Compendium
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<blockquote data-quote="DnD Warlord" data-source="post: 8079462" data-attributes="member: 7025237"><p>Here is another one...this one a MUCH lower level (I actually used 2 of these with some harpy's I had given 2 levels of fighter)</p><p></p><p>[spoiler=Harpy Bird Caller]</p><p><strong>Harpy Bird Caller</strong></p><p></p><p><em>Medium monstrosity, chaotic evil</em></p><p><strong>Armor Class </strong>11 (16 w/barkskin) <strong>Hit Points </strong>45 (7d8+7) <strong>Speed </strong>20 ft., fly 40 ft.</p><p><em>12 Str +1 13 Dex +1 12 Con +1</em></p><p><em></em></p><p><em>7 Int -2 11 Wis- 15 Cha +2</em></p><p><em>Saves Wis +2 Cha +4</em></p><p><strong>Senses </strong>passive Perception 10</p><p><strong>Languages </strong>Common</p><p><strong>Challenge </strong>2 (800 XP)</p><p></p><p> </p><p></p><p>Innate Spellcasting. The harpy's innate spellcasting ability is Charisma (spell save DC 12 +4 attack). The harpy can innately cast the following spells, requiring no material components:</p><p></p><p>At will: detect magic, druidcraft</p><p>3/day each: counter spell, entangle, hunter’s mark</p><p>1/day each: barkskin, shillelagh</p><p></p><p>Flyby attack. The harpy can move in and out of combat when it flies without provoking opportunity attacks.</p><p></p><p>Mythic Encounter<strong><em>. </em></strong>When the harpy first hits 23hp he can as no action she gain 45 temp hp, 2 legendary actions (see mystic actions)</p><p></p><p>Actions</p><p><strong><em>Multiattack.</em></strong> The harpy makes two attacks: one with its claws and one with its club.</p><p></p><p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit: 6</em>(2d4 + 1) slashing damage.</p><p></p><p><strong><em>Club.</em></strong> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit: 3</em>(1d4 + 1) bludgeoning damage.</p><p></p><p><strong><em>Shillelagh.</em></strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: 7</em>(1d8 + 2) bludgeoning damage.</p><p></p><p><strong><em>Luring Song.</em></strong> The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 12 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.</p><p>While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.</p><p>A target that successfully saves is immune to this harpy's song for the next 24 hours.</p><p></p><p>Mythic Actions</p><p>If the harpy’s mythic trait is active, she can use 2 actions inbetween each of his turns and use the following traits:</p><p></p><p><strong>Attack.</strong> She can make 2 attacks 1 with her claw and one with her club or shillelagh</p><p><strong>Wing Beats. </strong>She blast a powerful wind beneath her wings All creature within 15ft cone make a Str save DC12 or be knocked prone.</p><p><strong>Howl of the Harpy (Costs 2 Actions).</strong> The Harpy changes her voice form loving to hateful and all non harpy’s within 30ft of her that can hear her take 12(5d4) psychic damage. They can make a Cha save DC 12 for half damage.</p><p><strong>Call Avion Aid (Costs 2 Actions).</strong> The Harpy can summon 1d4 blood hawks, these hawks arrive at the start of her next turn and take actions on her turn.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="DnD Warlord, post: 8079462, member: 7025237"] Here is another one...this one a MUCH lower level (I actually used 2 of these with some harpy's I had given 2 levels of fighter) [spoiler=Harpy Bird Caller] [B]Harpy Bird Caller[/B] [I]Medium monstrosity, chaotic evil[/I] [B]Armor Class [/B]11 (16 w/barkskin) [B]Hit Points [/B]45 (7d8+7) [B]Speed [/B]20 ft., fly 40 ft. [I]12 Str +1 13 Dex +1 12 Con +1 7 Int -2 11 Wis- 15 Cha +2 Saves Wis +2 Cha +4[/I] [B]Senses [/B]passive Perception 10 [B]Languages [/B]Common [B]Challenge [/B]2 (800 XP) [I] [/I] Innate Spellcasting. The harpy's innate spellcasting ability is Charisma (spell save DC 12 +4 attack). The harpy can innately cast the following spells, requiring no material components: At will: detect magic, druidcraft 3/day each: counter spell, entangle, hunter’s mark 1/day each: barkskin, shillelagh Flyby attack. The harpy can move in and out of combat when it flies without provoking opportunity attacks. Mythic Encounter[B][I]. [/I][/B]When the harpy first hits 23hp he can as no action she gain 45 temp hp, 2 legendary actions (see mystic actions) Actions [B][I]Multiattack.[/I][/B] The harpy makes two attacks: one with its claws and one with its club. [B][I]Claws.[/I][/B] [I]Melee Weapon Attack:[/I] +3 to hit, reach 5 ft., one target. [I]Hit: 6[/I](2d4 + 1) slashing damage. [B][I]Club.[/I][/B] [I]Melee Weapon Attack:[/I] +3 to hit, reach 5 ft., one target. [I]Hit: 3[/I](1d4 + 1) bludgeoning damage. [B][I]Shillelagh.[/I][/B] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: 7[/I](1d8 + 2) bludgeoning damage. [B][I]Luring Song.[/I][/B] The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 12 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours. Mythic Actions If the harpy’s mythic trait is active, she can use 2 actions inbetween each of his turns and use the following traits: [B]Attack.[/B] She can make 2 attacks 1 with her claw and one with her club or shillelagh [B]Wing Beats. [/B]She blast a powerful wind beneath her wings All creature within 15ft cone make a Str save DC12 or be knocked prone. [B]Howl of the Harpy (Costs 2 Actions).[/B] The Harpy changes her voice form loving to hateful and all non harpy’s within 30ft of her that can hear her take 12(5d4) psychic damage. They can make a Cha save DC 12 for half damage. [B]Call Avion Aid (Costs 2 Actions).[/B] The Harpy can summon 1d4 blood hawks, these hawks arrive at the start of her next turn and take actions on her turn. [/spoiler] [/QUOTE]
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