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D20:Harpy Archer (Creature)

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D20

This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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D20


HARPY ARCHER

Harpy Archer, 7th-Level Fighter
Size/Type: Medium Monsterous Humanoid
Hit Dice: 7d8 + 7d10 + 28 (103 hp)
Initiative: +9
Speed: 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: AC 23 (+5 Dex, +1 natural, +6 +3 studded leather, +1 ring of protection +1),, touch 16, flat-footed 18
Base Attack/Grapple: +14/+15
Attack: +1 frost composite longbow (+1 strength bonus) +22 ranged (1d8+4/19–20/×3 plus 1d6 cold) or claw +15 melee (1d3+1)
Full Attack: +1 frost composite longbow (+1 strength bonus) +22/+17/+12 ranged (1d8+4/19–20/×3 plus 1d6 cold) or 2 claws +15 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Captivating song
Special Qualities: Darkvision 60 ft.
Saves: Fort +11, Ref +14, Will +11
Abilities: Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19
Skills: Bluff +11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5
Feats: Alertness, Improved Critical (composite longbow), Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 11
Treasure: Standard (including equipment)
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3


A cruel hunter and roaming brigand, the harpy archer has trained as a fighter specializing in ranged combat. Harpy archers often become mercenaries, selling their services to the highest bidder. When not employed, they make ends meet as highway robbers, forcing merchant caravans to pay protection money.

COMBAT

When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.

Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 17 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Skills: Harpies have a +4 racial bonus on Bluff and Listen checks.

Possessions: +3 studded leather, +1 frost composite longbow (+1 Str bonus), 10 cold iron arrows, 10 silvered arrows, 5 +2 arrows, lesser bracers of archery, potion of cure moderate wounds, potion of cat’s grace, cloak of resistance +2, ring of protection +1. (Different harpy archers may have different possessions.)

SEE WIKIPEDIA ENTRY: Harpy




System Reference Document -> List of Creatures (SRD)


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