Tuesday 8 January 2019

Monsters: Harpies

Monsters: Harpies

Harpies are flying menaces that can lure you somewhere dangerous with their songs and/or pester you with arrows from afar.

Harpy [Monster Manual, page 150]

134 points
Attribute Modifiers: DX+1 [20]; IQ-1 [-20].
Advantages: Acute Hearing 3 [6]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Sharp Claws [5]; Voice [10].
      Captivating Song: Mind Control (Accessibility, Only to make the victims approach the harpy, -30%; Area Effect, 16 yards, +200%; Emanation, -20%; Hearing-Based, -20%; Magical, -10%; Reliable 5, +25%; Requires Words, -10%; Selective Area, +20%) [128].
Disadvantages: Callous [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Sadism (12) [-15]; Social Stigma (Monster) [-15].
Perks: Penetrating Voice [1].
Creature Type: Monstrous Humanoid.

Typical Stats - Harpy
ST:
10
HP:
10
Speed:
5.25
DX:
11
Will:
10
Move:
5 ground, 10 air (cannot hover)
IQ:
9
Per:
10


HT:
10
FP:
10
SM:
+0
Dodge:
8
Parry:
9
DR:
-
Knobbed Club (12): swing 1d+1 crushing, Reach 1.
Sharp Claws (12): thrust 1d-3 cutting, Reach C.
Captivating Song (14): A harpy can sing a captivating song that affects creatures within 16 yards of her that can hear the song. She can exclude any creatures from this effect. To affect each victim, the harpy must win a Quick Contest of IQ with the victim’s Will, using normal range penalties (p. B550). Apply a -1 penalty per creature already under harpy’s control. If the harpy loses, she cannot attempt to control that victim again for 24 hours, and he feels a sense of mental coercion emanating from the harpy. On a critical failure, the harpy also loses control of anyone else under the influence of this ability!
Captivated victims do everything they can to come as close as possible to the harpy while she keeps taking Concentrate maneuvers and for margin of failure minutes after she stops. If the harpy is incapacitated, or if the victim is forced to move through something that can cause his death, roll another Quick Contest.

                Traits: Acute Hearing 3; Callous; Infravision; Odious Racial Habit (Eats sapient beings); Penetrating Voice; Sadism (12); Social Stigma (Monster); Voice.
Skills: Acting-12; Aerobatics-12; Axe/Mace-12; Brawling-12; Singing-14.
Creature Type: Monstrous Humanoid.

Typical Stats – Harpy Archer
ST:
12
HP:
12
Speed:
6
DX:
13
Will:
10
Move:
6 ground, 12 air (cannot hover)
IQ:
10
Per:
11


HT:
11
FP:
11
SM:
+0
Dodge:
8
Parry:
9 (unarmed)
DR:
3 (layered medium leather; torso)
Longbow of Ice (14): thrust 1d+1 impaling (KYOS: 1d+2 impaling) plus follow-up 1d non-incendiary burning, Acc 3, Range 180/240, RoF 1, Shots 1(2).
Sharp Claws (14): thrust 1d-2 cutting (KYOS: 1d-1 cutting), Reach C.
Captivating Song (15): A harpy can sing a captivating song that affects creatures within 16 yards of her that can hear the song. She can exclude any creatures from this effect. To affect each victim, the harpy must win a Quick Contest of IQ with the victim’s Will, using normal range penalties (p. B550). Apply a -1 penalty per creature already under harpy’s control. If the harpy loses, she cannot attempt to control that victim again for 24 hours, and he feels a sense of mental coercion emanating from the harpy. On a critical failure, the harpy also loses control of anyone else under the influence of this ability!
Captivated victims do everything they can to come as close as possible to the harpy while she keeps taking Concentrate maneuvers and for margin of failure minutes after she stops. If the harpy is incapacitated, or if the victim is forced to move through something that can cause his death, roll another Quick Contest.

                Traits: Acute Hearing 3; Callous; Infravision; Odious Racial Habit (Eats sapient beings); Penetrating Voice; Sadism (12); Social Stigma (Monster); Voice.
Skills: Acting-12; Aerobatics-14; Bow-14; Brawling-14; Singing-14.
Creature Type: Monstrous Humanoid.

3 comments:

  1. Will a captivated victim defend against the harpy's physical attacks?

    ReplyDelete
    Replies
    1. Mind Control states that "if you attempt to force the subject to act
      against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free." So, I believe that attacking your captivated victim would prompt this additional Quick Contest. If the victim loses, then he does not defend this turn.

      Delete
  2. That's what I assumed based on GURPS rules. Some versions of Dnd and PF herpes work differently. Was just wondering if your conversions worked that way too.

    ReplyDelete