Skip to main content

Strigiarpy




Large eyes stare from a flat, but feminine, face and the very scent of dread drifts from the feminine abomination. The strigiarpy's head is covered with feathers that come to a sever widow's peak with horn-like plumes flaring from their temples. Their forelimbs are owl-like wings attached to a humanoid's chest covered with a brown and white downy. Its legs are that of a raptor bird, though with five-fingered claws.


Beastly Cousins. Scholars debade on if the strigiarpies are actually related to true harpies at all. At first blush, the bipedeal raptors resemble that cursed species. However, they are but feral creatures that are only capable of animal cunning and not a hint of speech. Nor do they have functional hands. Instead of a bewitching voice, the strigiarpies' screech sythes the psyche of those that hear it. They also produce a stench which causes irrational fear in those that catch it.

Strigiarpy

medium monstrosity, chaotic evil

Armor Class 11

Hit Points 38 (7d8 + 7)

Speed 20ft

Flight 40ft

Str 12 Dex 13 Con 12 Int 4 Wis 10 Cha 14

Skills Perception +3

Damage Resistances necrotic

Languages-

Challenge 1 (200 XP)

Dreadful Malodor.

Any creature other than a strigiarpy that starts its turn within 5 feet of the strigiarpy must succeed on a DC 12 Constitution saving throw or be frightened until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all strigiarpies for 1 hour. Creatures immune to the poisoned condition are immune to this ability.

Flyby:

The strigiarpy doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.

Keen Senses.

The screecher has Advantage on Wisdom (Perception) checks using hearing or sight.

Actions

Claws:

Melee Weapon Attack: + 3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.

Schisming Screech (Recharge 6).

The strigiarpy targets a creature that can hear and that the strigiarpy can see within 10 feet with hateful shriek. The creature must succeed on a DC 12 Wisdom save or 10 (3d6) psychic damage.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...