Harpy
Designed by
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
Standard attack
Features
Passives
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Flyer
The Harpy can move through the air and stay out of melee range of ground-based characters. It ignores ground-based difficult terrain.
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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.
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Snatch and Dropfear 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
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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
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
Harpy
They aren’t magical; they are simply evolved to survive the brutal verticality of the mountains by picking off the weak.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Harpy Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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