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Here is an additional unit for you to use with the new mass combat rules, harpies!

Harpy Unit

Large unit of Medium monstrosities, chaotic evil

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Armor Class 11

Unit Hit Points 7

Speed 20 ft., fly 40 ft.

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Abilities Str 12 (+1), Dex 13 (+1), Con 12 (+1), Int 7 (-2), Wis 10 (+0), Cha 13 (+1)

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Senses passive Perception 15

Languages Common

Unit Cost 200

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Difficult to Command. Due to their chaotic nature and relatively low Intelligence, harpies are difficult to command. The harpy unit makes its Morale saving throws with disadvantage.

Unit. The unit can occupy a Medium or smaller creature's space and vice versa, and the unit can move through any opening large enough for a Medium harpy. The unit can't regain hit points or gain temporary hit points, and if the unit has half its unit hit points or fewer, it makes its attacks rolls, ability checks, and saving throws with disadvantage.    

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Actions

Multiattack. The unit makes two attacks: one with its claws and one with its club.

Claws. Melee Weapon Attacks: +3 to hit, reach 5 ft., one unit or target within reach, or one target in the same space as the harpy. Hit: 1 slashing unit damage. Miss: 0 unit damage.

Clubs.  Melee Weapon Attacks: +3 to hit, reach 5 ft., one unit or target within reach, or one target in the same space as the harpy. Hit: 1 bludgeoning unit damage. Miss: 0 unit damage. 

Luring Songs. The harpies sing a magical melody. Every humanoid and giant (units and individual creatures) within 300 feet of the harpies that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. A unit targeted by the harpies' charm can add the Charisma modifier of any hero within 30 feet of it that isn't charmed to its saving throw. The harpies must take a bonus action on its subsequent turns to continue singing or a hero can Command the harpies to continue singing as part of the Order step in the Clean-Up phase. The song ends if the harpies are incapacitated.

While charmed by the harpies, a target is incapacitated and ignores the songs of other harpies. If a target is more than 5 feet away from the harpies, the target must move toward the harpy by the most direct route, trying to get within 5 feet; heroes move on their turn and units and non-hero individual creatures move during the Orders step of the Clean-Up phase. A target doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

A target that successfully saves is immune to all harpy songs for the next 24 hours.

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