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Harpy

Adversary overview

These are gaunt, vulture-like scavengers with oily feathers and jagged, iron-like talons.

They aren’t magical; they are simply evolved to survive the brutal verticality of the mountains by picking off the weak.

Stat block

Tier
1
Type
Skulk
Difficulty
16
HP
3
Stress
3
Attack mod
+5
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
16
Major Damage — Mark 2 HP Major
Mark 2 HP
24
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Jagged Talons
Range: Melee
Damage: 2d8+4
Attack Mod: +5
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.

  • Snatch and Drop
    fear 1

    The Harpy dives to snatch a target. Make an attack roll. On a success, instead of dealing damage, the Harpy carries a Small or Medium target to High elevation. The target is Restrained. On its next turn, the Harpy will drop them, dealing 3d6 Fall Damage unless the PC succeeds on an Agility or Strength roll to catch a ledge.

Actions

  • Harpy's Screech

    The Harpy lets out a piercing, non-magical cry that echoes through the pit. All PCs within Far range must succeed on an Instinct Reaction Roll.

    - Failure: The PC is dazed by the deafening sound and takes 1 Stress.
    - Success: The PC is unaffected.

Reactions

Motives & tactics

Target the Pinned Stay Out of Reach Screech to Disrupt

Experiences

Harpy

Tier 1 skulk

These are gaunt, vulture-like scavengers with oily feathers and jagged, iron-like talons.

Motives & Tactics : Target the Pinned, Stay Out of Reach, Screech to Disrupt

Difficulty : 16 | Thresholds : 16/24 | HP : 3 | Stress : 3

ATK : +5 | Jagged Talons : Melee | 2d8+4 Physical

Experience : —

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.
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.
Harpy's Screech - Action : The Harpy lets out a piercing, non-magical cry that echoes through the pit. All PCs within Far range must succeed on an Instinct Reaction Roll. - Failure: The PC is dazed by the deafening sound and takes 1 Stress. - Success: The PC is unaffected.
Snatch and Drop - Passive : The Harpy dives to snatch a target. Make an attack roll. On a success, instead of dealing damage, the Harpy carries a Small or Medium target to High elevation. The target is Restrained. On its next turn, the Harpy will drop them, dealing 3d6 Fall Damage unless the PC succeeds on an Agility or Strength roll to catch a ledge.

Discussion

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