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Bag of Beasts
Storm-Touched Harpy
  • Medium, Monstrosity
  • Chaotic Evil
  • CR 2
  • AC 12 (Natural Armor)
  • HP 45 ((7d8 + 14))
STR
+1
13
DEX
+2
14
CON
+2
14
INT
-2
7
WIS
-0
10
CHA
+1
13

Damage Immunities

  • Lightning

Speed

  • basic - 20ft
  • flying - 40ft

Languages

  • Common
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 (2d6 + 1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Summon Squall (1 / Day). Tapping into the primordial powers trapped within its body, a Storm-Touched Harpy can summon small and violent storms. As a bonus action, the harpy summons a localized thunderstorm that covers a 100ft radius centered on where it is. The storm does not move and lasts 1 hour. Creatures that start their turn within the squall must succeed a Dexterity saving throw DC 12 or take 1d4 lightning damage. Creatures the harpy is allied with are unaffected by the storm. The storm will dissipate early if the Storm-Touched Harpy is slain.

Harpies tend to make their lairs off wind-swept coastlines. Roosting on the rocks and riding the strong air currents that come off the sea. Living in this environment exposes them to frequent storms, some of which are primordial in nature. On occasion a harpy may be caught out in one of these storms and through a combination of stubborn tenacity and sheer luck they survive and emerge imbued with a fraction of the storm’s power, becoming a Storm-Touched Harpy.

Storm-Touched Harpies are slightly larger than their regular kin. Their feathers are tips with white and fluorescent blues, which makes them easily distinguished from drab colors of other harpies. Their eyes glow a whitish blue, another hint at the primordial powers hiding in their bodies.

The shock of power from the storm they survived has removed their ability to sing sweetly to lure victims to their doom. Their voices now a crackling shriek that summons storms. Storm-Touched Harpies quickly become leaders of their flocks after their transformations, using their storms in concert with the songs of the other harpies.

Knowledge Checks

Insight DC 8 - The creature’s body language and distinct markings clearly display its leadership over the group.

Nature DC 14 - The storm is supernatural and being controlled by the harpy leader. Killing it may bring the storm to an end.

Treasure

Harpy flocks take trinkets and small treasures off of their victims as trophies. To find these, however, one must sift through the bones, flesh and muck that lines the floors of their nests. When a Storm-Touched Harpy is slain the primordial energy leaves its body. A small bit of that energy, however, may get trapped within a feather of the harpy. The feather, and the energy, can be removed successfully with a Nature check DC 10. On a failed check the person pulling the feather is zapped for 1 lightning damage and the energy fizzles out of the feather.

Plume of the Storm Maiden

Wonderous Item, Uncommon
This feather may be attached to a piece of armor or headgear. Any lightning damage taken by the wearer is reduced by 2. Additionally, when a storm front is about to move in on the wearer’s location, the feather glows and crackles with faint static energy.