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Harrow

Adversary overview

A towering, carrion-black avian horror with a hunched, predatory posture. Its plumage is a storm of ragged quills and smoke-like wisps

A towering, carrion-black avian horror with a hunched, predatory posture. Its plumage is a storm of ragged quills and smoke-like wisps

Stat block

Tier
2
Type
Skulk
Difficulty
16
HP
6
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
10
Major Damage — Mark 2 HP Major
Mark 2 HP
20
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Jagged Talons
Range: Melee
Damage: 2d8+4
Attack Mod: +4
Damage Type: Physical

Features

Passives

  • Flyer

    The Harpy can move through the air and stay out of melee range of ground-based characters. It ignores ground-based difficult terrain.

  • Hit and Run

    When the Harpy makes a successful attack, it may immediately move to Far range without spending an action or triggering a reaction.

Actions

  • Group Attack
    fear 1

    Spend a Fear to choose a target and spotlight all adversaries with the same name within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage.

  • Terrifying Screech
    stress 1

    Spend 1 Stress to unleash a soul-rattling shriek; all nearby creatures in far range must immediately make a instinct Reaction Roll(14) or be overcome with fear. all creatures that fail the role are vulnerable untill there have taken at least 1hp of damage

  • Grab and drop
    fear 1

    Spend 1 Fear as the Harpy swoops down to snatch a creature from the ground. On a successful attack roll, the target takes no damage but is instead carried to High elevation and releases them, causing 4d6 Fall Damage unless the target succeeds on an Agility or Strength Roll to hold onto the Harpy.

Reactions

Motives & tactics

Screech to confuse Dive and get away Single out Scavenger

Experiences

  • Scavenger +3
  • hunter +2

Harrow

Tier 2 skulk

A towering, carrion-black avian horror with a hunched, predatory posture. Its plumage is a storm of ragged quills and smoke-like wisps

Motives & Tactics : Screech to confuse, Dive and get away, Single out, Scavenger

Difficulty : 16 | Thresholds : 10/20 | HP : 6 | Stress : 5

ATK : +4 | Jagged Talons : Melee | 2d8+4 Physical

Experience : Scavenger +3, hunter +2

HP :

STRESS :

Features

Flyer - Passive : The Harpy can move through the air and stay out of melee range of ground-based characters. It ignores ground-based difficult terrain.
Group Attack - Action : Spend a Fear to choose a target and spotlight all adversaries with the same name within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage.
Hit and Run - Passive : When the Harpy makes a successful attack, it may immediately move to Far range without spending an action or triggering a reaction.
Terrifying Screech - Action : Spend 1 Stress to unleash a soul-rattling shriek; all nearby creatures in far range must immediately make a instinct Reaction Roll(14) or be overcome with fear. all creatures that fail the role are vulnerable untill there have taken at least 1hp of damage
grab and drop - Action : Spend 1 Fear as the Harpy swoops down to snatch a creature from the ground. On a successful attack roll, the target takes no damage but is instead carried to High elevation and releases them, causing 4d6 Fall Damage unless the target succeeds on an Agility or Strength Roll to hold onto the Harpy.

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