5e SRD >Creatures >

Harionago (Challenge 11)

Medium undead, neutral evil

Armor Class 20 (natural armor)
Hit Points 159 (14d8 + 96)
Speed 30 ft., fly 10 ft. (can hover)

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 18 (+4) 15 (+2) 15 (+2) 18 (+4)

Saving Throws Wis +6, Cha +8
Skills Perception +6, Stealth +7
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered 289
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elven, Sylvan
Challenge 11 (7,200 XP)

ACTIONS

  • Multiattack. The harionago attacks with her claws and hair barbs.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Hair Barbs. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6+3) slashing damage plus the targer must make a DC 16 Constitution save. The target takes 44 (8d10) necrotic damage on a failed save, or half that on a successful save.
  • Vampiric Touch (Recharge 5-6). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (6d6) necrotic damage, and the harionago regains hit points equal to half the necrotic damage dealt. Infectious Laughter. The harionago lets out ringing, scornful laughter. All non-harionago within 60 feet who can hear the harionago must succeed on a DC 16 Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for 1 minute. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, a target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the laughter ends for that target.
  • Suggestion (Recharge 5-6). The harionago suggests a course of activity (limited to a sentence or two) and magically influences a creature it can see within 30 feet that can hear and understand it. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act makes the creature automatically immune. The target must make a DC 16 Wisdom saving throw. On a failed save, it pursues the course of action to the best of its ability. The suggested course of action can continue for up to 1 minute. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. If the harionago or any of its companions damage the target, the suggestion ends.
  • Ghost: A ghost isn’t necessarily hostile. Roll the NPC’s traits randomly or select them. If the ghost is evil, there is a 50% chance of 1d4 dead bodies in the vicinity, representing its victims. Regardless, if the PCs disturb its resting place, threaten it, or remind it of something upsetting, the ghost will attack, starting with its Horrifying Visage. Skeleton Champions: These are the desiccated remains of ancient warriors whose restless spirits animate their bones in endless repetition of wars long forgotten.

ABOUT

The harionago appears as a young woman, lost, bruised, and dressed in worn clothing. A harionago often seems sympathetic, despite her pallor and battered looks. However, the harionago is motivated by an insatiable desire for vengeance. When she attacks, her nails become elongated claws, and she attacks with her prodigiously long, barbed hair.

Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham