User:ThunderGod Cid/Revised Monsters

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Mohrg[edit]

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Author: ThunderGod Cid (talk)
Date Created: June 24, 2017
Status: Complete
Editing: Clarity edits only please
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Mohrg, Detached Mohrg, Infested
Size/Type: Small Undead (Dark Minded, Unliving) Medium Undead (Dark Minded, Unliving)
Hit Dice: 4d12+16 (42 hp) 4d12+16 plus 1d12 (48 hp)
Initiative: +0 +7
Speed: 5 ft. (1 square), cannot run 30 ft. (6 squares)
Armor Class: 0, touch 0, flat-footed 0 (+3 Dex, +4 deflection, +2 natural), touch , flat-footed
Base Attack/Grapple: +2/-5 +2/+5
Attack: Tentacle -1 melee (1d4-3 plus slime) Two tentacles +5 melee (1d4+3 plus slime)
Full Attack: Scimitar
Space/Reach: 5 ft./10 ft. 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Animation, infestation, slime Animation, infestation, slime
Special Qualities: undead traits darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +5, Ref +1, Will +4 Fort +5, Ref +1, Will +4
Abilities: Str 5, Dex 10, Con 18, Int 10, Wis 12, Cha 10 Str 16, Dex 16, Con 18, Int 10, Wis 12, Cha 10
Skills: Climb +7, Jump +7, Listen +3, Spot +3 Climb +13, Jump +13, Listen +7, Spot +7
Feats: Improved Initiative
Environment: Underground Underground
Organization: Solitary Solitary
Challenge Rating: 4 4
Treasure: Standard Standard
Alignment: Usually neutral evil Usually neutral evil
Advancement:
Level Adjustment:


If you want, we can take a piece home as a souvenir.

The mohrg presented here is infesting the skeleton of a human warrior.

Combat[edit]

A mohrg encountered alone dies alone. Attacks on an mohrg that is not infesting another creature are automatic hits (hence its listed AC of 0).

(Ex):

Bulette[edit]

Size/Type: Large Magical Beast
Hit Dice: 7d10+42 (81 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 15, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Slam +10 melee (1d8+4)
Full Attack: Slam +10 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death from below, leap
Special Qualities: Darkvision 120 ft., frontal armor, psychic rejuvenation, rebound psionics, tremorsense 120 ft.
Saves: Fort +11, Ref +4, Will +5
Abilities: Str 24, Dex 13, Con 22, Int 4, Wis 10, Cha 9
Skills: Jump +7, Listen +8, Spot +8
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: -


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Combat[edit]

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Death From Below (Ex): A bulette is feared for its ability to attack from underground, killing unsuspecting prey before they can react. When a bulette is burrowing, it may move into any spaces occupied by creatures above it who are not burrowing. When it does this, it may elect to come forth from the ground as a standard action, and any creatures within the same space as the bulette during this time take 1d6 points of damage per Challenge Rating of the bulette (7d6 by default), are knocked prone, and moved to the closest unoccupied space available to them. Creatures larger than the bulette cannot be knocked prone but still take damage and are displaced by the ability.

Once a creature is the target of the bulette’s attack, it can choose to either take a Reflex save or attempt to counter the bulette’s attack. A successful Reflex save (DC 20) halves the damage dealt and prevents the creature from being knocked prone, instead only moving them away.

Should the creature elect to counterattack, they may attack the bulette as an immediate action and calculate damage accordingly. Should the total damage dealt to the bulette when it attempts this attack equal or exceed at least 5 points of damage per CR it possesses (35 by default), the bulette is repelled and forced back underground. Any surplus damage dealt beyond this threshold is dealt to the bulette's hit points.

Earthbolt (Ex): As a standard action useable at will, a bulette strikes the ground and causes a reverberation in the ground, dealing 1d6 points of damage per 2 CR of the bulette (3d6 by default) to all creatures in a line 60 feet long and 5 feet wide. Burrowing creatures take double damage from this ability and are forced to surface. A successful Reflex save (DC 20) halves the damage dealt.

Frontal Armor (Ex): The last creature attacked by the bulette (including attacks of opportunity) also receives a penalty to attack rolls made against the bulette equal to the bulette's Challenge Rating (-7 by default). As an immediate action, the bulette may increase its armor bonus to AC by an amount equal to X, where X is equal to the CR of the bulette (+7 by default) until the beginning of its next turn. This AC bonus is decreased by 1 for each additional creature that threatens the bulette in melee. Using this immediate action removes the penalty to attack rolls imposed on a particular character so long as the bulette maintains the extra Armor Class bonus.

Leap (Ex): As a standard action, a bulette can jump a massive distance equal to one half its base speed. When it does so, it makes a Jump check and deals damage to creatures in the space in which it lands equal to the result of the check. A DC 20 Reflex save or an immediate action allows the creature to move to the nearest available space out of the area of effect.

The bulette may also make a Jump check when making a charge attack. When it does so, it may use the Jump check in substitution of a Strength check to destroy objects that it strikes. Unattended objects with a hardness less than 10 are automatically destroyed by the bulette’s charge regardless of the check’s result.

Toy Soldiers[edit]

Toy Soldier, Drummer Toy Soldier, Grenadier Toy Soldier, Hoplite
Size/Type: Medium Construct Medium Construct Medium Construct
Hit Dice: 1d10+5* (10 hp) 1d10+5* (10 hp) 1d10+5* (10 hp)
Initiative: +1 +1 +1
Speed: 30 ft. 30 ft. 30 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 12, flat-footed 12 13 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 12 15 (+1 Dex, +2 natural, +2 heavy shield), touch 12, flat-footed 12
Base Attack/Grapple: +0/+0 +0/+0 +0/+0
Attack: Alchemist's fire +0 ranged touch (1d6 + burning)
Full Attack: Alchemist's fire +0 ranged touch (1d6 + burning)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Group command carpet bomb, proximity fuse At the ready, defender, shield charge
Special Qualities: Brittle, construct traits, e pluribus unum Brittle, construct traits, e pluribus unum Brittle, construct traits, e pluribus unum
Saves: Fort +0, Ref +1, Will +0 Fort +0, Ref +1, Will +0 Fort +0, Ref +1, Will +0
Abilities: Str 12, Dex 12, Con —, Int —, Wis 10, Cha 1 Str 12, Dex 12, Con —, Int —, Wis 10, Cha 1 Str 12, Dex 12, Con —, Int —, Wis 10, Cha 1
Skills:
Feats:
Environment:
Organization:
Challenge Rating: 1 1 1
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement:
Level Adjustment:


Toy Soldier, Medic Toy Soldier, Myrmidon Toy Soldier, Sentry
Size/Type: Medium Construct Medium Construct Medium Construct
Hit Dice: 1d10+5* (10 hp) 1d10+5* (10 hp) 1d10+5* (10 hp)
Initiative: +1 +1 +1
Speed: 30 ft. 30 ft. 30 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 12, flat-footed 12 13 (+1 Dex, +2 natural), touch , flat-footed 13 (+1 Dex, +2 natural), touch , flat-footed
Base Attack/Grapple: +0/+1 +0/+1 +0/+1
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: triage Breakthrough, havoc Marking shot
Special Qualities: Brittle, construct traits, e pluribus unum, flag of parley Brittle, construct traits, e pluribus unum Brittle, construct traits, e pluribus unum, floodlights
Saves: Fort +0, Ref +1, Will +0 Fort +0, Ref +1, Will +0 Fort +0, Ref +1, Will +0
Abilities: Str 12, Dex 12, Con —, Int —, Wis 10, Cha 1 Str 12, Dex 12, Con —, Int —, Wis 10, Cha 1 Str 12, Dex 12, Con —, Int —, Wis 10, Cha 1
Skills:
Feats:
Environment:
Organization: Squad (generally 1 of each variety of toy soldier), Platoon (four squads), Company (four platoons) Squad (generally 1 of each variety of toy soldier), Platoon (four squads), Company (four platoons) Squad (generally 1 of each variety of toy soldier), Platoon (four squads), Company (four platoons)
Challenge Rating: 1 1 1
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement:
Level Adjustment:


Humanoid automatons fashioned out of some cheap building material—clay, wood, etc.—and animated through magic, toy soldiers are a cleverly conceived way to mass produce expendable troops. So long as one possesses the artisanship and magical resources to make them, they make eternally serving and loyal fighters. As their name suggests, more eccentric and powerful magicians use these creatures as literal pawns in epic, life-sized chess games. The violent fun of the original version while maintaining the low mortality rate.

In a more practical sense, toy soldiers are cheap, fearless, and self-maintaining. They never loot, never desert, don't need to be supplied, and do not tire. For a caster or organization with sufficient power, time, and resources to mass-produce them, there could be great profit in selling their mercenary services to the highest bidder.

Combat[edit]

Like their sentient counterparts, a toy soldier’s duty depends on how it is fitted; a squad of toy soldiers typically includes at least one of each of the units described below. Although they are technically not sentient, toy soldiers are imprinted with tactical formations that they exercise with great efficiency. Multiple imprinted tactics allow toy soldiers to adapt to different challenges.

Brittle (Ex): A toy soldier is cheap in construction and quality of material, possessing only one quarter the bonus the hit points a construct of its size would normally possess. This is already factored into the toy soldier’s stat block.

E Pluribus Unum (Ex): As long as another toy soldier is within 10 feet of it, a toy soldier gains a +2 morale bonus to attack and damage rolls.

By consuming a full-round action and a swift action, a soldier can assume another of the six roles presented here, gaining those abilities in place of those it originally possessed.

Drummer[edit]

The drummer is an obvious stand-in for a bard, directing other soldiers with a snare drum. It is not intended to participate in direct combat and is thus unarmed, as it has a much more vital role in directing its counterparts.

Group Command: The drummer's playing signals to other soldiers what they must do in battle. By using a full-round action, it grants particular bonuses or actions specific to the tune it is playing for the duration of the current round to relevant toy soldiers within 30 feet, as follows:

  • Attack: When the drummer uses the Attack command, myrmidons and hoplites gain the option to take an immediate action to charge up to one half of their base speed. When they do this, they gain an additional 1d6 damage on their successful charge attacks.
  • Defend: When the drummer uses the Defend command, the bonuses to damage rolls normally accorded to the soldier by E Pluribus Unum can be changed to a numerically identical bonus to Armor Class for the current round. In addition, the soldier affected will be treated as fighting defensively on its next turn.
  • Retreat: When the drummer uses the Retreat command, all other toy soldiers may use the Withdraw action as an immediate action, gaining a +4 bonus to Armor Class against any attacks of opportunity provoked when they do so. Electing to take this immediate action also consumes the soldier's next turn.

Grenadier[edit]

A grenadier throws flasks of alchemist’s fire (among other things), preferring to stay behind its allies and provide area effect damage, buffs, and debuffs.

Carpet Bomb: The grenadier may designate a 20x20 foot area within Medium Range (100 feet + 10 feet/level, 110 feet by default) and-as a full-round action-cover it with searing flames for 1 round. Creatures caught within take 1 point of fire damage from being inside the area of effect and are set alight, taking an additional 1 point of fire damage each round until a standard action is taken to extinguish the flames.

Proximity Fuse: As a full-round action, a grenadier may throw a single grenade into a square within 30 feet, which occupies a 5-foot space that all combatants can see and should be made aware of. This explosive can detonate instantly or have the blast delayed by up to three rounds; when delayed, the grenadier must decide whether the grenade will explode at the beginning of its turn. Finally, it can also be detonated by a creature stepping on the grenade. When it does detonate, the grenade deals 1d6 points of fire damage—plus an additional 2 points of fire damage if it was delayed by at least 1 round—to all creatures within 10 feet of the square the explosive was placed in.

Hoplite[edit]

A hoplite is capable of wielding its spear in one hand while using a large metal round shield on its other arm. When a hoplite makes a shield bash attack, it does not lose its shield bonus to Armor Class.

At The Ready: As a move action, the hoplite may grant itself 5 temporary hit points. These temporary hp do not stack, instead refreshing to the maximum with each additional use of the ability.

Defender: As an immediate action, a hoplite may deflect a single melee or ranged attack intended for it or an adjacent ally

Shield Charge: When a hoplite declares a charge attack, it may attack with both its spear and shield at the same time during the charge, using a separate attack roll for each weapon. An opponent struck by both attacks must make a Fortitude save (DC 10) or be stunned on their next turn. This can only be applied on a charge made as a full-round action during the hoplite's turn.

Medic[edit]

A medic is incapable of combat and has no attacks. It is completely unarmed, but can be a very frustrating opponent due to its ability to heal other soldiers.

Flag of Parley (Su): A medic is affect by a constant sanctuary effect (DC 11); instead of affecting an area, however, this ability only works on the medic itself and creatures that elect to attack it.

Triage (Su): As standard action usable at will, the medic can make repair a single allied soldier within 30 feet, restoring a number of hit points equal to 1d8 plus its CR (1 by default) in the same fashion as cure light wounds. If they use this ability as a melee touch, the healing from the ability is maximized.

Myrmidon[edit]

A myrmidon specializes in charging into the enemy line and dispersing them, dealing heavy damage with greatswords and generally hitting very hard.

Breakthrough: When it declares a charge attack, the myrmidon may move through the space occupied by the creature it attacked on its charge without provoking attacks of opportunity regardless of whether or not the charge attack successfully hit.

Havoc: As a full-round action, a myrmidon can make a single melee attack roll that targets all enemies within its melee reach.

Sentry[edit]

Sentries wield heavy crossbows with deadly accuracy. As their name suggests, they serve as spotters for squadrons of toy soldiers as well as supporting roles in attack and defense.

Floodlights: A sentry projects a cone of light out to 30 feet in front of them. The direction of this cone can be changed as a swift action, and the cone itself can be suppressed as a free action.

Marking Shot: An opponent hit by a sentry’s crossbow is illuminated by light as though they are forcibly affected by the eponymous spell. They also incur a -2 penalty to their Armor Class and a 10 foot penalty to their movement speed. This effect lasts until the crossbow bolt is removed, which can be done as a move action. Multiple crossbow bolts’ effects do not stack, but if the character is stuck with more than one bolt they must all be removed to purge the effect.

Close to Blank Monster Block[edit]

Size/Type: Large Giant
Hit Dice: 1d8+4 (9 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 15, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Slam +10 melee (1d8+4)
Full Attack: Slam +10 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Throw anything
Special Qualities: Catch, duality, low-light vision
Saves: Fort +5, Ref +9, Will +7
Abilities: Str 24, Dex 12, Con 15, Int 8, Wis 14, Cha 7
Skills: Intimidate +7, Listen +8, Spot +8
Feats: Improved Initiative, Great Fortitude
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: -


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Combat[edit]

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Fomorian[edit]

Size/Type: Medium Giant
Hit Dice: 1d10+3 (9 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 Dex, +7 half-plate), touch 9, flat-footed 16
Base Attack/Grapple: +1/+5
Attack: Slam +5 melee (1d8+6) or greatclub +5 melee (2d8+6)
Full Attack: Slam +5 melee (1d8+6) or greatclub +5 melee (2d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Throw anything
Special Qualities: Catch, low-light vision, malformity
Saves: Fort +5, Ref -1, Will +0
Abilities: Str 18, Dex 9, Con 17, Int 8, Wis 10, Cha 7
Skills: Intimidate +3, Listen +3, Spot +3, Climb +8, Climb +5
Feats: Power Attack
Environment: Any
Organization: Solitary or group (3-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: -


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A large humanoid with purple skin comes lumbering out of the darkness. As it approaches, its disfigured face adorned with all manner of scars, warts, and pustules contorts into a battle cry as it raises its club menacingly. While it appears strong and muscular, its spine appears to be curving to an impossible degree, such that it lopes towards you almost on its hands like a gorilla. On its flank comes another of its kind, but different; its back is straight but its legs appear too long for its body and it springs past its hunchbacked companion, leaping into action and headed straight for you.

Wicked and malevolent giants cursed in a bygone age by a long-forgotten force, so long ago that even they do not remember the rationale.

Combat[edit]

As giants, even weak ones, fomorians generally have a physical advantage over their opponents. As such, they generally are content with pounding their opponents into the ground with whatever they can get their hands on, generally wooden clubs fashioned from logs and crude bits of plate cobbled together into armor.

Because of the homebrew giant type, a fomorian has low-light vision and may qualify for the Large Size and Huge Size feats as though they were a fiend. They do not qualify as a fiend for any other purposes by virtue of these feats or being a member of the giant type, and must meet all other prerequsites to qualify for the feats.

Catch (Ex): When a fomorian is targeted with a ranged weapon that they would be capable of throwing (see below) and is aware of the attack, it may attempt to catch the projectile as an immediate action by making an attack roll opposing that of the thrower. It must have at least one hand free in order to attempt to catch something. A fomorian who successfully catches a projectile may elect to throw it at another creature within its normal throwing range as part of the same immediate action. A fomorian may only block weapons with enhancement bonuses up to its character level divided by four; anything with a higher bonus cannot be caught.

Malformation (Ex): Roll to determine deformities applicable to the particular giant.

  • 1: Hunched Back: In the fomorian’s case, the unnaturally curved spine is at least accompanied by significant extra musculature. The fomorian’s base land speed is reduced to 20 feet, it can only run up to twice its base land speed rather than the normal 3x. In return, it gains a +2 bonus to its Strength score and gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • 2: Enlarged Head: Bonus to Intelligence score and bonus feat, but more vulnerable to critical hits. All critical hit ranges made against this fomorian are increased by 1, and any criticals rolled are automatically confirmed.
  • 3: Extra Ears: Gains a bonus on Listen checks and blindsight out to 30 feet. If this fomorian is the target of a Sonic effect that deals damage or forces it to make a save against being deafened, it must also make a Fortitude save to avoid being stunned for one round and have both of the bonuses of this malformation removed for 3 rounds.
  • 4: Claw Hands: The fomorian gains a second slam attack, and both of its slam attacks can now deal slashing damage. In exchange, the fomorian is no longer able to hold or manipulate items in its hands. This disables the fomorian’s ability to throw and catch thrown projectiles as a giant.
  • 5: Distended Arms: This fomorian’s arms have been horrifically stretched as though via torture. Although this grants it an extra 5 feet of reach, any weapon it wields is treated as a reach weapon, meaning the fomorian cannot strike squares immediately adjacent to it. If the fomorian wields a standard reach weapon, this zone that it cannot attack is extended by an additional 5 feet along with its reach.
  • 6: Hollow Bones: The fomorian gains the benefit of feather fall when falling, and may glide at up to one-half its base speed while falling. In exchange, this fomorian no longer benefits from the Powerful Build special quality and is treated as a normal Medium-size creature.
  • 7: Lengthened Legs: This fomorian gains 10 feet of additional base land speed and Run as a bonus feat, letting it run 4x its normal land speed instead of the normal 3x. In addition, it may make a 10-foot step instead of the normal 5-foot step. In return, the fomorian takes a -2 penalty to its Dexterity score and a -4 penalty on opposing rolls made to prevent it from being tripped. It also takes a -4 penalty on Hide checks.
  • 8: Roll again twice, taking the two next malformations rolled.

Powerful Build (Ex): Despite only being Medium-sized, fomorians act in many ways as though they were Large-sized. In addition to gaining a +4 size modifier to grapples, bull rush checks, and all other applicable special attacks, a fomorian can use manufactured weapons up to one size larger than normal without an added penalty for doing so (this does not apply to debris that they can throw by virtue of their giant traits). For the purposes of Intimidate checks, they are also treated as though they are one size larger than normal.

Throw Anything (Ex): Fomorians can throw objects (whether they be rocks, wooden planks, or other pieces of debris) up to four sizes smaller than themselves in one hand (normally Fine, dealing 1d6 points of damage) with a range increment of 40 feet. Fomorians add their Strength modifier to both attack and damage rolls with these weapons.

Umber Hulk[edit]

Size/Type: Large Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 15, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Slam +10 melee (1d8+4)
Full Attack: Slam +10 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psychic catharsis
Special Qualities: Darkvision 120 ft., mind slave, psychic rejuvenation, rebound psionics
Saves: Fort +5, Ref +9, Will +7
Abilities: Str 19, Dex 13, Con 15, Int 8, Wis 10, Cha 7
Skills: Concentration +7, Listen +8, Spot +8
Feats: Psionic Fist, Psionic Meditation
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: -


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Combat[edit]

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Mind Slave (Ps): An umber hulk is bred to obey the commands of psionically gifted creatures, most commonly the mind flayers who use it as a proxy for themselves in melee combat. When the umber hulk is psionically focused, a creature with telepathy can attempt to take control of it by concentrating and making a Concentration check (with a DC equal to 15 + the CR of the umber hulk). For each additional umber hulk the telepath is attempting to control in this fashion, the DC increases by 2.

While an umber hulk is controlled, it continues to fight even after it should be deceased. Once the creature is considered dead (whether by death effects or hp loss), any further attacks or effects that affect the umber hulk force it to make a Fortitude save (DC 10 + ½ the attacker’s HD + their relevant ability modifier based on the attack or effect used) or have the psionic link between the umber hulk and its controller severed, effectively killing it.

Psychic Catharsis (Ex): When it breaks its psionic focus, the umber hulk gains a +2 bonus to attack rolls. If the umber hulk makes a successful slam attack while in this state, the creature struck must make a Fortitude save (DC 12 + Strength modifier) or be confused for 1 round.

Psychic Rejuvenation (Ps): When the umber hulk enters a psionic focus, it may spend an additional swift action to gain fast healing equal to its Challenge Rating (4 by default) until the focus is broken.

Rebound Psionics (Ps): While it is psionically focused, any targeted psionic power directed at the umber hulk does not affect it. Instead, the psychic energy explodes outwards, dealing 1d6 points of damage per two manifester levels of the source of the power to all enemies within 30 feet.

Harpy[edit]

Size/Type: Medium Fey
Hit Dice: 5d6+10 (28 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 50 ft. (10 squares)
Armor Class: 22 (+5 Dex, +7 natural), touch 15, flat-footed 17
Base Attack/Grapple: +2/+7
Attack: Claw +7 melee (1d4+5 plus rake)
Full Attack: 4 claws +7 melee (1d4+5 plus rake and/or abduction
Space/Reach: 5 ft./5 ft.
Special Attacks: Abduction, dive, harpy's keening, rake
Special Qualities: Fey traits
Saves: Fort +3, Ref +9, Will +4
Abilities: Str 14, Dex 20, Con 15, Int 8, Wis 10, Cha 8
Skills: Intimidate +7, Listen +8, Spot +8
Feats: Flyby Attack, Multiattack, Improved Multiattack
Environment: Any
Organization: Solitary or flight (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: -


The sailors fear to go near those cliffs. They know what terrors lie in wait there, just looking for an unsuspecting man to pluck from the deck and carry to his doom.

What is swooping down on you appears to be a woman, just one with massive feathery wings. Hands and feet twisted into cruel-looking talons, it rips and claws at you before latching on and lifting you into the air, all in spite of the fact that you are nearly the same size.

Harpies are pretty cool creatures, having been canonized by man since the days of Greco-Roman mythos. But someone at D&D would appear to have gotten them confused with the sirens with the whole captivating song bit the SRD version has.

In the interests of preserving the niche of the siren, this harpy takes a slightly different direction, opting for a vicious predator that carries its victims away to kill and eat them. Which is also pretty much what they were to the Greeks.

Combat[edit]

A harpy has clawed hands and feet, allowing it four claw attacks while in flight. It adds its Dexterity modifier to attack and damage rolls, as well as grapple checks. Sadistic creatures, they enjoy toying with their prey by picking up victims and repeatedly dropping them, only to catch them again before they fall to their deaths. One can only speculate what terrors await those who actually reach the nest without being torn to shreds in transit.

Because the harpy lacks range, it must make use of its primary advantage of flight and fearsome melee prowess. As a result, they typically resort to hit-and-run tactics and use their mobility to quickly close the gap between them and opponents, preventing them from being easily kited to death. The typical harpy attack routine is claw, rake, and then grapple if possible when both previous attacks were successful.

Abduction (Ex): Hitting with at least two claws allows the harpy to initiate a grapple as a free action. A harpy can also carry any creature of Medium size or smaller, despite only being Medium size itself. The difficulty in abducting a creature larger than Medium size increases exponentially: two harpies are required for a Large creature, 4 for Huge, 16 for Gargantuan, and 64 for Colossal.

Dive (Ex): A harpy in flight may move 10 feet as a swift action. When it chooses to do so, it gains a +2 bonus to attack rolls and adds an additional 1d6 points of damage per 2 CR it possesses (2d6 by default) to each successful melee attack it makes during the turn in which that movement was made.

Harpy's Keening (Ex): Harpies signal the hunt with a shrill cry that strikes fear into the hearts of enemies. Non-harpies within Close Range (35 feet by default) must make a Will save (DC 11) or be shaken for 1 round per 2 CR of the harpy (2 rounds for the default creature). A creature that saves successfully cannot be affected by the keening of any harpy for 24 hours.

Rake (Ex): If a harpy hits with one claw attack, it may take a swift action to attempt another claw attack at its highest Base Attack Bonus, attacking the creature’s eyes if it has any. If this second attack is also successful, the opponent takes damage must take a Fortitude save (DC 17) or be blinded for 1 round.