harpy
MonsterLand of Eem Bestiary · p.74
Open source p.74Names Leecha, Harrot, Mawreen, Jyss
Most harpies adhere to a dark and terrible practice of witchcraft, worshiping a powerful sorcery that they're incapable of recreating themselves. Feathered and leathery, with sharp talons, hunched backs, and the faces of hags, harpies are terribly vain despite their relative hideousness. Often anointing themselves with scented oils, make-up and gaudy jewelry that audibly jingles as they flock and swoop menacingly above.
Names: Leecha, Harrot, Mawreen, Jyss
abilities
Bubble, Bubble
Has a random Alchemy item (see Alchemy Recipes in Core Rulebook).
Swoop Attack
Once every 3 rounds, may charge in the air and attack a Close, Nearby, or Faraway target, before flying back to Faraway range. Only ranged weapons can Counterattack a Swoop Attack.
Skyfall
Harpies like to lift their quarry into the air high enough to drop to their doom. On a Critical Hit, the target suffers + Dread as they are dropped to the ground.
vulnerabilities
Harpies have a deathly fear of apples, which are poisonous to them—the sight of one sends them into a panic. [Cold steel] weapons inflict +1 Dread against them.
social
Harpies speak in screechy, sing-song voices, and they often rhyme and finish each other's sentences. They are open to making deals and are extremely vain. Offering something of value, such as reagents and ingredients for their dark rituals or appealing to their vanity certainly improves their disposition. Harpies live in close knit covens, but although they are generally loyal to each other, the members of a coven are often bickering and competing. They each want to outdo one another and come out on top.
combat
Harpies generally Swoop Attack as much as possible. They claw and scratch at anyone who is conventionally attractive, out of jealousy. Or they target Small characters to carry away in their talons. Against larger foes, they like to grab at weapons and items to disarm or steal.
defeat
Harpies don't stick around. If half of them are Defeated, the others try to carry the injured back. Harpies never menace the same place twice, fleeing an area if Defeated or convinced.
victory
If a PC is Defeated by harpies, the whole group attempts to abscond with the PC to their nest to feed the coven.