Harpy (BB)Creature 5
Source Pathfinder Beginner Box: Secrets of the Unlit Star
Perception +12 (darkvision)
Languages none
Skills Acrobatics +13, Deception +11, Intimidation +13, Performance +11, Stealth +11, Thievery +13
Str +1, Dex +4, Con +0, Int -1, Wis +1, Cha +4
AC 21; Fort +9; Reflex +15; Will +12;
HP 75
Speed 20 feet (fly 60 feet)
Talon
+15 (+11, +7) to hit (agile, finesse, unarmed) 2d6+4 SlashingJaws
+15 (+10, +5) to hit (finesse, unarmed) 2d8+4 PiercingStench
A creature that comes within 30 feet of the harpy and can smell the harpy must attempt a DC 21 fortitude save. On a failure, the creature takes a –1 status penalty to all checks and DCs until it uses an action to retch (Sickened 1). A creature that succeeds at its save isn't affected by any harpy's stenches for 1 minute.
Hungry Winds
(air, concentrate)The harpy uses the wind to pull its prey closer. A target within 20 feet must succeed at a DC 21 fortitude save or be pulled adjacent to the harpy. The harpy then makes a jaws strike against the target. If the target is pulled into the air and cannot fly, it falls as normal.
Harpies are an amalgamation of human and bird, using their ancestral control of the wind to lure prey or even directly pull in their next meal. Harpies can eat most creatures, but prefer to eat humans and elves in particular. Harpies live in family groups or larger clans, although they rarely hunt in big groups, preferring to keep most meals for themselves.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AirEffects 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.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.