Harpyia

Medium elemental, chaotic evil

Armor Class 11 (natural armor)
Hit Points 38 (7d8+7)
Speed 20 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+2) 7 (-2) 10 (+0) 6 (-2)

Saving Throws Constitution+4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Skills Perception +2, Stealth +3
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 3 (700 XP)

Special Traits

  • Dive Attack. If the harpyia is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
  • Flyby. The harpyia doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
  • Keen Sight and Smell. The harpyia has advantage on Wisdom (Perception) checks that rely on sight and smell.
  • Stench. Any creature other than an infernal harpy that starts its turn within 5 feet of the harpy must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all infernal harpies for 1 hour.

Actions

  • Multiattack. The harpy makes one attacks with its claws and uses Befoul.
  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, the harpyia can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 11 Strength saving throw or drop one item it is holding on the ground.
  • Befoul (Recharge 6). The harpy befouls one creature directly below it. If the target is Medium or smaller, it must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

About

This awful looking being has the upper body of an ugly female and the lower body of a vulture. Its wings and claws are spattered with filth and you can smell its foul stench even at a distance.

The harpyiai are spirits of wicked gusts of wind. As such, they are the hounds of Zeus, snatching things and people from the earth. Unexplainable disappearances are often associated with them.

Harpyiai befoul all that is clean and good, a scourge of the gods hell-bent on sullying anything edible. They are the picture of foulness and have a disposition to match. In battle, harpyiai serve as advanced troops, ruining morale from above with their excrement. They are particularly effective in sieges, poisoning water and food supplies.

Sacred to Zeus. As children of Zeus, harpyiai are not easy to harm. They are immune to most mundane weapons and if pressed, will flee back to the heavens. If pursued by magical flight, a deity may intervene to protect them.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

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