Small Elemental, Chaotic Neutral
Armor Class 18 Natural
Hit Points 51 (6d10 + 18)
Speed 45 ft.
Initiative! +4
STR
8 (-1)
DEX
19 (+4)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +5
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 90, Passive Perception 13
Languages Auran, Celestial, Infernal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
BEFOULING AURA
Befouling Aura. Aura 20′ A harpy can activate or suppress this aura as a bonus action. Any nonmagical food or drink within 20 feet of a harpy is rendered inedible. Potions and other ingestible magic items are also ruined if not in the possession of a sentient being. Any creature carrying such items must make a dc 15 charisma save or have their items ruined.STATIONARY INVISIBILITY
Stationary Invisibility. A harpy that is not moving or that is more than 50′ from the ground is naturally invisible. While they are moving near the ground they incorporate dust and debris in their bodies.
s
Actions
SNATCH INTO THE AIR
Snatch into the Air. Two harpeys adjacent to a large or smaller creature can use their action to spin around their target and hurl it 50 feet into the air. When they land they take 5d6 (17) bludgeoning damage and must make a dc 15 dexterity saving throw or be knocked prone.
FLYBY RENDING
Flyby Rending. Melee Weapon Attack: +5 to hit, reach 5 ft., #1target. Hit: 16 (3d8 + 3) Slashing damage. The Harpy moves its speed during this attack and does not provoke opportunity attacks with this movement.
Description
Harpies are emaciated wind spirits that serve the great powers to enact vengeance for the wrongs of humanity. They steal and ruin the food of their victims, A flock of them will occasionally snatch their victim and transport itto a terrible fate.
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