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<blockquote data-quote="Mistwell" data-source="post: 6161077" data-attributes="member: 2525"><p>If possible, I'd love some feedback on these two new variant monsters I put together for my next session.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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):</p><p></p><p></p><p>Harpy Screech (Lesser Harpy)</p><p></p><p>Medium Monstrosity</p><p></p><p>Armor Class 13</p><p></p><p>Hit Points 13 (3d8)</p><p></p><p>Speed 15 ft., fly 30 ft.</p><p></p><p>Str 10 (+0) Dex 13 (+1) Con 11 (+0)</p><p></p><p>Int 7 (–2) Wis 8 (-1) Cha 8 (–1)</p><p></p><p>Alignment: Chaotic evil</p><p></p><p>Languages: Common</p><p></p><p> </p><p></p><p>ACTIONS</p><p></p><p>Melee Attack—Claws: +5 to hit (reach 5 ft.; one creature).</p><p></p><p>Hit: 5 (1d8+1) slashing damage.</p><p></p><p> </p><p></p><p>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.</p><p></p><p> </p><p></p><p>Level 2 XP 30</p><p></p><p>------</p><p></p><p></p><p>Harpy Queen (Greater Harpy)</p><p></p><p>Medium Monstrosity</p><p></p><p>Armor Class 14</p><p></p><p>Hit Points 14 (3d8+1)</p><p></p><p>Speed 15 ft., fly 40 ft.</p><p></p><p>Str 11 (+0) Dex 14 (+2) Con 12 (+0)</p><p></p><p>Int 8 (–1) Wis 11 (+0) Cha 9 (–1)</p><p></p><p>Alignment: Chaotic Evil</p><p></p><p>Languages: Common</p><p></p><p> </p><p></p><p>TRAITS</p><p></p><p>Captivating: The harpy has advantage on attack rolls made against creatures under the charm of a harpy.</p><p></p><p> </p><p></p><p>ACTIONS</p><p></p><p>Multiattack: The harpy makes a claws attack and a spiked club attack.</p><p></p><p> </p><p></p><p>Melee Attack—Claws: +5 to hit (reach 5 ft.; one creature).</p><p></p><p>Hit: 7 (2d4 + 2) slashing damage.</p><p></p><p> </p><p></p><p>Melee Attack—Spiked Club: +4 to hit (reach 5 ft.; one creature).</p><p></p><p>Hit: 3 (1d6) piercing/bludgeoning damage.</p><p></p><p> </p><p></p><p>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.</p><p></p><p> </p><p></p><p>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.</p><p></p><p> </p><p></p><p>ENCOUNTER BUILDING</p><p></p><p>Level 3 XP 70</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6161077, member: 2525"] 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 ------ 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 [/QUOTE]
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