5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Beasts >

Great Harrier

Huge beast, neutral good

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 15 (+2) 7 (-2) 9 (-1) 21 (+5)

Armor Class 18 (natural armor)
Hit Points 170 (20d12 + 40)
Speed 30 ft., fly 120 ft
Saving Throws Dexterity +9, Charisma + 10
Skills Perception +4
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 14
Languages Elvish, Ledean
Challenge 13 (10,000 XP)

Special Traits

  • Frightful Presence. Any creature (except for other harriers and elves) within 60 feet of a great harrier and aware of it must make a DC 17 Wisdom saving throw. On a failed save, the creature is frightened of the harrier for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the harrier is flying, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.
  • Keen Vision. The great harrier has advantage on Perception checks that depend on vision. They can make out Tiny creatures from a mile away.
  • Grasp. If the harrier succeeds with two claw attacks in one turn against a single target that is Medium or smaller, it may use a bonus action to grapple the target (escape DC 20). Until the grapple ends, the target is restrained, and the harrier can’t use its claw attacks.

Actions

  • Multiattack. The harrier can make one bite attack and two claw attacks.
  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Reactions

  • Ward. If the harrier or a rider it carries is attacked by a weapon or targeted with a spell, as a reaction the harrier surrounds itself with a magical globe of protection, imposing disadvantage on attack rolls against itself or its rider, and granting both harrier and rider advantage on saving throws versus magic. The ward lasts for 1 minute, then the harrier must take a short rest before using this ability again.

Tactics

If carrying a passenger, the harrier will use its speed and Ward feature to quickly escape danger. In combat, the harrier will often try to grapple an enemy and then fly off to dispose of its victim in a creatively fatal way.

Description

An enormous hunting bird of striking appearance floats on a thermal high above. Though some distance away, it is clear that the creature is huge, for as it passes overhead its wings momentarily obscure the sun.

Allies of the Elves. Revered by elves as almost holy, the great harrier is a magnificent sight to behold in the skies. They are famed for their role when they helped scour the of dragons and other titanspawn. Today, though, the great harriers are mainly used to scout, patrol, and defend the elven lands.

Elite Steeds. Difficult to train but staunchly loyal, the harriers are sometimes used for travel on important secret or diplomatic missions, as they can protect their riders from harm as well as take a battle to an enemy.

Precious Eggs. Great harriers are closely associated with elves, but that doesn’t rule out the possibility that they may still exist in the wild. Adventurers who capture a wild harrier or its eggs, and are willing to risk the wrath of the elves, would find many wealthy nobles willing to pay a king’s ransom.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.