Mistwell
Crusty Old Meatwad
If possible, I'd love some feedback on these two new variant monsters I put together for my next session.
Group of Five PCs, they will be level 2 (just barely). They're on the lighter side of the spectrum of good tactics at the moment, and have no magic items to speak of, but I gave them warning this area might be more difficult than they intended and they're heading on in anyway.
I have several regular Harpies present. But, I wanted some lesser Harpies, and then in a nearby area a greater Harpy that will serve as a queen of this clan of Harpies.
Here's what I created, and I'd like some thoughts on whether these roughly meet the guidelines, in as much as there are any guidelines (and I am looking forward to that blog post breaking down what can be discerned from the existing playtest beastiary):
Harpy Screech (Lesser Harpy)
Medium Monstrosity
Armor Class 13
Hit Points 13 (3d8)
Speed 15 ft., fly 30 ft.
Str 10 (+0) Dex 13 (+1) Con 11 (+0)
Int 7 (–2) Wis 8 (-1) Cha 8 (–1)
Alignment: Chaotic evil
Languages: Common
ACTIONS
Melee Attack—Claws: +5 to hit (reach 5 ft.; one creature).
Hit: 5 (1d8+1) slashing damage.
Screeching Song: The harpy chooses a creature within 30 feet of it (other harpies and deafened creatures are immune). The target must make a DC 8 Constitution saving throw. Failed Save: The target takes 2 (1d4) bludgeoning damage, and is staggered for 1 minute. While staggered, the target has disadvantage on melee roles and strength checks. The target can use its action to break the staggered effect (requiring a DC 8 Constitution check). If the check succeeds, the staggered effect ends.
Level 2 XP 30
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Harpy Queen (Greater Harpy)
Medium Monstrosity
Armor Class 14
Hit Points 14 (3d8+1)
Speed 15 ft., fly 40 ft.
Str 11 (+0) Dex 14 (+2) Con 12 (+0)
Int 8 (–1) Wis 11 (+0) Cha 9 (–1)
Alignment: Chaotic Evil
Languages: Common
TRAITS
Captivating: The harpy has advantage on attack rolls made against creatures under the charm of a harpy.
ACTIONS
Multiattack: The harpy makes a claws attack and a spiked club attack.
Melee Attack—Claws: +5 to hit (reach 5 ft.; one creature).
Hit: 7 (2d4 + 2) slashing damage.
Melee Attack—Spiked Club: +4 to hit (reach 5 ft.; one creature).
Hit: 3 (1d6) piercing/bludgeoning damage.
Luring Song: The harpy chooses a creature within 300 feet of it (other harpies and deafened creatures are immune). The target must make a DC 10 Wisdom saving throw. Failed Save: The target is charmed for 1 minute. While charmed by the harpy, the target must first move closer to the harpy. After that, it can use its action to break the charm (requiring a DC 10 Wisdom check). If the check succeeds, the charm effect ends. Once the target makes a successful saving throw or breaks the charm with a successful skill check, it is immune to the luring song of all harpies for the next 24 hours.
Screeching Song: The harpy chooses a creature within 50 feet of it (other harpies and deafened creatures are immune). The target must make a DC 10 Constitution saving throw. Failed Save: The target takes 3 (1d6) bludgeoning damage, and is staggered for 1 minute. While staggered, the target has disadvantage on melee roles and strength checks. The target can use its action to break the staggered effect (requiring a DC 10 Constitution check). If the check succeeds, the stagered effect ends.
ENCOUNTER BUILDING
Level 3 XP 70
Group of Five PCs, they will be level 2 (just barely). They're on the lighter side of the spectrum of good tactics at the moment, and have no magic items to speak of, but I gave them warning this area might be more difficult than they intended and they're heading on in anyway.
I have several regular Harpies present. But, I wanted some lesser Harpies, and then in a nearby area a greater Harpy that will serve as a queen of this clan of Harpies.
Here's what I created, and I'd like some thoughts on whether these roughly meet the guidelines, in as much as there are any guidelines (and I am looking forward to that blog post breaking down what can be discerned from the existing playtest beastiary):
Harpy Screech (Lesser Harpy)
Medium Monstrosity
Armor Class 13
Hit Points 13 (3d8)
Speed 15 ft., fly 30 ft.
Str 10 (+0) Dex 13 (+1) Con 11 (+0)
Int 7 (–2) Wis 8 (-1) Cha 8 (–1)
Alignment: Chaotic evil
Languages: Common
ACTIONS
Melee Attack—Claws: +5 to hit (reach 5 ft.; one creature).
Hit: 5 (1d8+1) slashing damage.
Screeching Song: The harpy chooses a creature within 30 feet of it (other harpies and deafened creatures are immune). The target must make a DC 8 Constitution saving throw. Failed Save: The target takes 2 (1d4) bludgeoning damage, and is staggered for 1 minute. While staggered, the target has disadvantage on melee roles and strength checks. The target can use its action to break the staggered effect (requiring a DC 8 Constitution check). If the check succeeds, the staggered effect ends.
Level 2 XP 30
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Harpy Queen (Greater Harpy)
Medium Monstrosity
Armor Class 14
Hit Points 14 (3d8+1)
Speed 15 ft., fly 40 ft.
Str 11 (+0) Dex 14 (+2) Con 12 (+0)
Int 8 (–1) Wis 11 (+0) Cha 9 (–1)
Alignment: Chaotic Evil
Languages: Common
TRAITS
Captivating: The harpy has advantage on attack rolls made against creatures under the charm of a harpy.
ACTIONS
Multiattack: The harpy makes a claws attack and a spiked club attack.
Melee Attack—Claws: +5 to hit (reach 5 ft.; one creature).
Hit: 7 (2d4 + 2) slashing damage.
Melee Attack—Spiked Club: +4 to hit (reach 5 ft.; one creature).
Hit: 3 (1d6) piercing/bludgeoning damage.
Luring Song: The harpy chooses a creature within 300 feet of it (other harpies and deafened creatures are immune). The target must make a DC 10 Wisdom saving throw. Failed Save: The target is charmed for 1 minute. While charmed by the harpy, the target must first move closer to the harpy. After that, it can use its action to break the charm (requiring a DC 10 Wisdom check). If the check succeeds, the charm effect ends. Once the target makes a successful saving throw or breaks the charm with a successful skill check, it is immune to the luring song of all harpies for the next 24 hours.
Screeching Song: The harpy chooses a creature within 50 feet of it (other harpies and deafened creatures are immune). The target must make a DC 10 Constitution saving throw. Failed Save: The target takes 3 (1d6) bludgeoning damage, and is staggered for 1 minute. While staggered, the target has disadvantage on melee roles and strength checks. The target can use its action to break the staggered effect (requiring a DC 10 Constitution check). If the check succeeds, the stagered effect ends.
ENCOUNTER BUILDING
Level 3 XP 70