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GruddunkCreature 15


Uniqueโ€‹Mediumโ€‹Airโ€‹Beastโ€‹Humanoidโ€‹Nephilimโ€‹
Source Pathfinder #211: The Secret of Deathstalk Tower
Perception +28 (darkvision)
Languages Chthonian, Common, Wind's Whispers
Skills Acrobatics +29, Deception +27, Intimidation +29, Nature +28, Performance +27, Religion +30, Stealth +29, Thievery +27
Str +7, Dex +6, Con +2, Int +4, Wis +7, Cha +6

AC 37; Fort +23; Reflex +25; Will +28;
HP 275
Speed 20 feet (fly 60 feet)
Immunities disease

Talon One Action +28 (+24, +20) to hit (agile, finesse, unarmed) 3d6+13 Slashing
Jaws One Action +28 (+23, +18) to hit (finesse, unarmed) 3d8+13 Piercing
Battle Axe One Action +30 (+25, +20) to hit (magical, sweep) 3d8+15 Slashing + 1d6 Bleed + 1d6 Acid

Wind's Whispers (air, primal)

When a harpy speaks, they can choose one creature within 90 feet. That creature can hear the harpy's words over any other sound, but no other creature hears the words at all.

Stench (aura, olfactory)

30 feet. DC 33 fortitude


A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

Hungry Winds Two Actions (air, concentrate, primal)

The harpy uses the wind to pull its prey closer. A target within 20 feet must succeed at a DC 36 fortitude save or be pulled adjacent to the harpy, where they make a jaws Strike against the target. If the target was pulled off the ground and can't fly, it then falls as normal.

Putrid Plague (disease)

The sickened and unconscious conditions from putrid plague can't end or be reduced until the disease is cured

Saving Throw DC 36 fortitude


Stage 1 carrier with no ill effect (1d4 hours),

Stage 2 Sickened 1 (1 day),

Stage 3 sickened 1 and Slowed 1 (1 day),

Stage 4 Unconscious (1 day),

Stage 5 dead


Divine Prepared Spells (DC 36, +28 to hit)

Cantrips (8th Level): Daze, Divine Lance, Guidance, Shield, Void Warp
1st Level: Command, Enfeeble, Fear, Grim Tendrils, Heal, Sanctuary
2nd Level: Blood Vendetta, Darkness, Deafness, Dispel Magic, Resist Energy, Silence, Sound Body
3rd Level: Blindness
4th Level: Unfettered Movement
5th Level: Divine Immolation
6th Level: Dominate, Spellwrack, Spirit Blast, Vampiric Exsanguination
7th Level: Execute


Harpies are amalgamations of human and bird, resembling feral humans with wings, talons, and sharp teeth. They use their ancestral control of the wind to lure prey or even directly pull in their next meal. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient preyโ€”humans and elves in particular. Although harpies will eat goblins if sufficiently hungry, they dislike their flavor and avoid eating them if possible. This doesn't comfort goblins, of course, who have a particularly strong fear of harpies.

Because their aeries often reek with the gore of their kills and careless spatters of guano, harpies carry a distinctly vile scent that canny travelers associate with danger. Harpies who roost close to civilization make better efforts to keep clean, though these efforts have mixed results.

Somewhere among the filth, most aeries have a shrine dedicated to the demon lord Pazuzu. Harpy legends credit him with raising them up from simple air spirits to their current station, and their gratitude typically takes the shape of a sketched figure in a corner piled with offerings. More devout families build portable wooden shrines that are carried from aerie to aerie for generations.

Harpies live in family groups or larger clans. Most adults stand 5 feet tall and weigh around 90 pounds. While some use relatively simple weapons, those who master the use of the bow are regarded as heroes among their kind.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Beast

A creature similar to an animal but with an Intelligence modifier of โ€“3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Nephilim

A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.