
Queen Neva - Harpy - Villan
Level 50
'' Well, who goes there? is it... -chirps- ? Let's not forget about you are in the middle of my kingdom! '' - Queen Neva
STR 15
DEX 12
CON 15
INT 14
WIS 10
CHA 15
Armor Modified: 1+ DEF 6+ DEX and 6+CHARM with 4+ bonus to all shield resistances
ACTIONS
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.
CAN AT WILL (only after initiative roll):
Wild Strike (Ex): Feral druids attack hard and fast, attempting to disable their opponents as fast as possible. A 6th level feral druid who attacks in a surprise round gains a +2 bonus to damage on all natural attacks made in that round and the first full round of combat.
Entangle ---
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Gust ---
Transmutation cantrip
Casting Time 1 action
Duration Instantaneous
Range 30 feet
Components V S
You create one of the following effects at a visible point within range:
One medium or smaller creature that you choose must succeed on a Strength save or be pushed up to 5 feet away from you.
You create a small blast of air that moves one object up to 5 lbs that isn't held or carried. The object is gently pushed up to 10 feet away from you.
You create a harmless sensory effect using air.
(rare spell, she only use 3 times in fight)
Nightly Terrors Conjure a pair of formless, black entities next to you from the realm of nightmares that only you and your chosen target can see.
'' Well, who goes there? is it... -chirps- ? Let's not forget about you are in the middle of my kingdom! '' - Queen Neva
STR 15
DEX 12
CON 15
INT 14
WIS 10
CHA 15
Armor Modified: 1+ DEF 6+ DEX and 6+CHARM with 4+ bonus to all shield resistances
ACTIONS
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.
CAN AT WILL (only after initiative roll):
Wild Strike (Ex): Feral druids attack hard and fast, attempting to disable their opponents as fast as possible. A 6th level feral druid who attacks in a surprise round gains a +2 bonus to damage on all natural attacks made in that round and the first full round of combat.
Entangle ---
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Gust ---
Transmutation cantrip
Casting Time 1 action
Duration Instantaneous
Range 30 feet
Components V S
You create one of the following effects at a visible point within range:
One medium or smaller creature that you choose must succeed on a Strength save or be pushed up to 5 feet away from you.
You create a small blast of air that moves one object up to 5 lbs that isn't held or carried. The object is gently pushed up to 10 feet away from you.
You create a harmless sensory effect using air.
(rare spell, she only use 3 times in fight)
Nightly Terrors Conjure a pair of formless, black entities next to you from the realm of nightmares that only you and your chosen target can see.
Category Artwork (Traditional) / Fantasy
Species Avian (Other)
Size 960 x 1280px
File Size 155.1 kB
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