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<blockquote data-quote="Mistwell" data-source="post: 6161504" data-attributes="member: 2525"><p>Harpy Screech (Lesser Harpy)</p><p>Medium Monstrosity</p><p>Armor Class 12</p><p>Hit Points 9 (2d8)</p><p>Speed 15 ft., fly 30 ft.</p><p>Str 10 (+0) Dex 13 (+1) Con 11 (+0)</p><p>Int 7 (–2) Wis 8 (-1) Cha 8 (–1)</p><p>Alignment: Chaotic evil</p><p>Languages: Common</p><p></p><p>ACTIONS</p><p></p><p>Melee Attack—Claws: +4 to hit (reach 5 ft.; one creature).</p><p>Hit: 5 (1d8+1) slashing damage.</p><p></p><p>Intoxicating Song: The harpy emits a buffeting screech which makes creatures feel like they’re hung-over. 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 suffers from the Intoxicated condition for 1 minute (disadvantage on attack rolls and ability checks; spellcasting requires DC 10 Constitution check, or else spellcasting action is wasted, but not the spell itself). The target can use its action to break the Intoxicated effect (requiring a DC 8 Constitution check). If the check succeeds, the Intoxicated effect ends.</p><p></p><p>Level 2 XP 30</p><p></p><p>________________________________________</p><p></p><p></p><p>Harpy Queen (Greater Harpy)</p><p>Medium Monstrosity</p><p>Armor Class 13</p><p>Hit Points 25 (5d8+3)</p><p>Speed 15 ft., fly 40 ft.</p><p>Str 11 (+0) Dex 14 (+2) Con 12 (+0)</p><p>Int 8 (–1) Wis 11 (+0) Cha 13 (+2)</p><p>Alignment: Chaotic Evil</p><p>Languages: Common</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>ACTIONS</p><p></p><p>Multiattack: The harpy makes a claws attack and a spiked club attack.</p><p>Melee Attack—Claws: +5 to hit (reach 5 ft.; one creature).</p><p>Hit: 7 (2d4 + 2) slashing damage.</p><p></p><p>Melee Attack—Spiked Club: +4 to hit (reach 5 ft.; one creature).</p><p>Hit: 3 (1d6) piercing/bludgeoning damage.</p><p></p><p>Luring Song: The harpy chooses a creature within 90 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>Intoxicating Song: The harpy emits a buffeting screech which makes creatures feel like they’re hung-over. 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 suffers from the Intoxicated condition for 1 minute (disadvantage on attack rolls and ability checks; spellcasting requires DC 10 Constitution check, or else spellcasting action is wasted, but not the spell itself). The target can use its action to break the Intoxicating effect (requiring a DC 10 Constitution check). If the check succeeds, the Intoxicated effect ends.</p><p></p><p>ENCOUNTER BUILDING</p><p></p><p>Level 3 XP 100</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6161504, member: 2525"] Harpy Screech (Lesser Harpy) Medium Monstrosity Armor Class 12 Hit Points 9 (2d8) 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: +4 to hit (reach 5 ft.; one creature). Hit: 5 (1d8+1) slashing damage. Intoxicating Song: The harpy emits a buffeting screech which makes creatures feel like they’re hung-over. 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 suffers from the Intoxicated condition for 1 minute (disadvantage on attack rolls and ability checks; spellcasting requires DC 10 Constitution check, or else spellcasting action is wasted, but not the spell itself). The target can use its action to break the Intoxicated effect (requiring a DC 8 Constitution check). If the check succeeds, the Intoxicated effect ends. Level 2 XP 30 ________________________________________ Harpy Queen (Greater Harpy) Medium Monstrosity Armor Class 13 Hit Points 25 (5d8+3) Speed 15 ft., fly 40 ft. Str 11 (+0) Dex 14 (+2) Con 12 (+0) Int 8 (–1) Wis 11 (+0) Cha 13 (+2) 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 90 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. Intoxicating Song: The harpy emits a buffeting screech which makes creatures feel like they’re hung-over. 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 suffers from the Intoxicated condition for 1 minute (disadvantage on attack rolls and ability checks; spellcasting requires DC 10 Constitution check, or else spellcasting action is wasted, but not the spell itself). The target can use its action to break the Intoxicating effect (requiring a DC 10 Constitution check). If the check succeeds, the Intoxicated effect ends. ENCOUNTER BUILDING Level 3 XP 100 [/QUOTE]
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