TEXT: Exotic Encounters:
  Harpies
  Alex Riggs
  
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  Designer
  Alex Riggs
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line 
  of monstrous encyclopedia that came before it, do 
  a great job of attacking the problem of providing 
  game statistics and mechanical information for 
  a very wide variety of creatures. There are a lot of 
  strange creatures from fantasy novels and movies, 
  from ancient mythology, and, as time went on, 
  from the twisted minds of game designers and 
  even GMs, for that matter. Anyone today who tried 
  to go about creating an extensive bestiary of all the 
  different cool and interesting fantasy monsters 
  could fill three or four volumes with three hundred 
  monsters each, and still have a long way left to 
  go, with fans crying out for various “forgotten” 
  monsters to get some attention. That kind of 
  breadth doesn’t leave a whole lot of room for depth, 
  and that’s where Exotic Encounters comes in.
   
  This particular installment of Exotic 
  Encounters focuses on harpies. These bird-women 
  of greek mythology have long been antagonistic 
  figures, but only gained their association with 
  ugliness after a Roman author confused them with 
  sirens. This book presents three alternative takes 
  on the harpy, the first of which is the miniature 
  harpy (CR 2), which is more bird than woman, and 
  which has a proclivity for stealing small objects. 
  The second is the hag harpy (CR 7), a particularly 
  ugly and vile creature whose very appearance is 
  sickening, and whose voice can leave men deaf and 
  disoriented. Finally, there is the abyssal harpy 
  (CR 10), which takes after the harpies described in 
  greek myth and Dante’s Inferno, in that it spends 
  its time torturing the souls of the damned. These 
  creatures have terrible, disemboweling talons and 
  can sing a song that causes even the most callous 
  and cynical to tearfully confess his sins.
  Image Harpies in the Forest of Suicides by Gustav Dore
   
  There are all kinds of reasons why 
  you might not want to use a monster 
  stat-block straight from the core rules. 
  For one thing, if your players have a habit 
  of browsing through such books, or are 
  long-time veterans who know the basic 
  ins and outs of most fantasy staples, you 
  may need an unusual stat-block just 
  to throw them a curve ball and teach 
  them that they can’t count on their out 
  of character knowledge to take all the 
  mystery out of the game. Alternatively, 
  many GMs can recall a time when they 
  wanted to make use of a certain monster 
  in their game, only to find that it was a 
  few CRs too high or low for what they 
  had in mind.
   
  Exotic Encounters takes a single, 
  iconic monster, and creates three new 
  variants on that theme. These variants 
  aren’t simple tweaks, and are more than 
  simply advancing or removing Hit Dice, 
  though that occurs as well. Each of these 
  three variations on the monster’s theme 
  has a specific, flavorful goal in mind, 
  and a role to play, and their statistics 
  entries are gently massaged in order to 
  make them fit those roles. Further, each 
  of these variants comes with brand new 
  specially-crafted special abilities, which 
  are unique to Exotic Encounters and not 
  found anywhere else.
  
  3
  Miniature Harpy
   
  The creature on the branch before you seems 
  at first glance to be a normal crow or raven, but 
  a second glance reveals that it is something far 
  stranger. Its head is not that of a bird, but instead 
  resembles a human woman’s, with pale blue-grey 
  skin and long, tangled black hair. Its irises are an 
  angry red, but more disturbing is its mouth full of 
  needle-sharp teeth, which are also red, stained with 
  the remains of the creature’s last meal.
  HARPY, MINIATURE 
   
   
         CR 2
  XP 600
  CE Tiny fey
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  DEFENSE
  AC 16, touch 15, flat-footed 16 (+3 Dex, +1 natural, 
  +2 size)
  hp 14 (4d6)
  Fort +1, Ref +7, Will +5
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee 2 talons +7 (1d2)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks lulling warble, snatch
  STATISTICS
  Str 10, Dex 17, Con 10, Int 11, Wis 12, Cha 15
  Base Atk +2; CMB +0 (+4 disarm or steal); CMD 14
  Feats Flyby Attack, Weapon Finesse
  Skills Bluff +9, Fly +19, Perception +8, Perform 
  (song) +9, Sleight of Hand +11, Stealth +19
  Languages Common
  SQ evasive approach
  ECOLOGY
  Environment temperate forests or marshes
  Organization solitary, pair, or mob (8-24)
  Treasure standard
   
  Evasive Approach (Ex): A miniature 
  harpy bobs and weaves naturally while flying, and 
  uses its talons to fend off its attackers. As a result, 
  a miniature harpy does not provoke attacks of 
  opportunity due to entering another creature’s 
  square in order to attack it.
   
  Lulling Warble (Su): Miniature harpies 
  are capable of producing a beautiful song that lulls 
  their victims into a false sense of complacency. 
  When a miniature harpy sings, all creatures aside 
  from other harpies within a 300-foot spread must 
  succeed on a DC 14 Will save or suffer a -2 penalty 
  to AC and CMD. These penalties last for as long as 
  the miniature harpy continues to sing (a standard 
  action), and for 1 round thereafter. A creature that 
  succeeds on its saving throw is immune to the 
  lulling warble of all miniature harpies for 24 hours. 
  Multiple instances of this ability do not stack. This 
  is a mind-affecting charm effect. The saving throw 
  DC is Charisma-based.
   
  Snatch (Ex): Miniature harpies are adept at 
  stealing small trinkets from unsuspecting victims. 
  Whenever a miniature harpy hits a single creature 
  with both of her talon attacks in the same round, 
  she may make a disarm or steal combat maneuver 
  against that creature as a free action without 
  provoking attacks of opportunity. If the attempt is 
  successful, she grabs the disarmed or stolen item 
  in one of her talons, and cannot make attacks with 
  that talon as long as she continues to hold the 
  item. The miniature harpy also gains a +4 racial 
  bonus on combat maneuver checks made to disarm 
  or steal.
  Ecology
   
  Though these creatures are called 
  harpies, due to their mix of bird and female 
  anatomy, and the fact that they share the same 
  general disposition as true harpies (greedy, evil, 
  and bloodthirsty, for the most part), they are 
  completely separate creatures, and are, in fact, fey. 
   
  Miniature harpies are, above everything 
  else, ruled by greed. The hierarchy of miniature 
  harpy society is based almost entirely on each 
  creature’s collection of shiny baubles, and so 
  miniature harpies spend most of their time stealing 
  trinkets from passerby (and each other). It is not 
  unheard of for these creatures to use trinkets to lay 
  traps using their stolen goods as bait, however: in 
  these cases, the miniature harpies steal a valuable 
  item and fly off slowly enough for their victim to 
  follow, then lead the poor fool into a pit trap or a 
  waiting ambush where several of their friends are 
  ready to gnaw his flesh from his bones.
  
  4
  Hag Harpy
   
  The creature before you is one of the vilest 
  sights you have ever seen. It looks like some sort of 
  hideous mockery of a woman, with ash-grey skin 
  and eyes that are completely filled with blackness. 
  Its features are twisted and crooked, with a sharp, 
  protruding nose that resembles a beak more than 
  any human visage, and a mouth full of crooked, 
  stained, and pointed teeth. Its hair is lank, greasy, 
  and matted, and its fingers end in nails so long and 
  sharp that they look like claws. Ironically, its least 
  disturbing features are also its least human ones: 
  it has a pair of large wings, covered in grey-black 
  feathers, where its arms should be, and the lower 
  half of its legs are the talons of some carrion-eating 
  bird.
  HARPY, HAG 
   
   
   
         CR 7
  XP 3,200
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 75 (10d10+20)
  Fort +5, Ref +10, Will +8
  OFFENSE
  Speed 20 ft., fly 80 ft. (average)
  Melee 2 talons +11 (2d6+2)
  Special Attacks deafening shriek, vicious counter
  STATISTICS
  Str 15, Dex 17, Con 15, Int 9, Wis 12, Cha 13
  Base Atk +10; CMB +11; CMD 23
  Feats Ability Focus (deafening shriek), Combat 
  Reflexes, Flyby Attack, Improved Natural Attack 
  (talon), Skill Focus (Bluff)
  Skills Bluff +8, Fly +16, Intimidate +8, Perception 
  +14, Perform (song) +3
  Languages Common
  SQ hideous visage
  ECOLOGY
  Environment temperate or warm forests, hills, 
  marshes, or mountains
  Organization solitary, trio, or coven (4-13)
  Treasure standard
   
  Deafening Shriek (Su): As a standard 
  action, a hag harpy can emit a shrill, piercing 
  noise which deafens and disorients her victims. All 
  creatures aside from other harpies within a 300-
  foot spread must succeed on a DC 18 Fortitude save 
  or be deafened for 1 minute. All creatures aside 
  from other harpies that are within a 60-foot spread 
  must also succeed on a separate DC 18 Fortitude 
  save or be dazed for 1 round. A hag harpy can use 
  this ability up to three times per day, but must 
  wait a full minute after each use before it can use it 
  again. This is a sonic effect. The saving throw DC is 
  Charisma-based.
   
  Hideous Visage (Su): Hag harpies are truly 
  reviling creatures to behold, and any humanoid 
  creature within 60 feet of a hag harpy that looks 
  at it must succeed on a Will save (DC 16) or be 
  sickened for as long as he continues to view the hag 
  harpy, and for 2d4 rounds thereafter. Creatures can 
  avert their eyes from the harpy in order to avoid 
  this effect, as though it were a gaze attack. If a 
  creature spends at least 2 hours each day for a week 
  looking at a hag harpy, he becomes immune to this 
  effect, as long as he continues to spend at least two 
  hours each week looking at a hag harpy.
   
  Vicious Counter (Ex): Petty and vindictive 
  creatures, hag harpies never let an injury go 
  unpunished. The first time that a hag harpy is 
  damaged by a melee attack each round, it may 
  make an attack of opportunity against the creature 
  that damaged it. This does not allow the hag harpy 
  to make more attacks of opportunity in a single 
  round than it would normally be able to.
  Ecology
   
  These wretched creatures are often 
  mistaken for some sort of hag, which led to their 
  name. Less subtle than the more common breeds 
  of harpy, hag harpies cannot pass for humanoids 
  nearly as well, and have not adapted themselves to 
  lure potential prey in. Instead, they can produce 
  deafening shrieks that disorient their prey and 
  prevent them from communicating, making it easy 
  to snatch a straggling member of a group and make 
  off with it, while its companions are conveniently 
  unable to her its screams. Scholars and sages 
  continue to debate why a hag harpy’s appearance 
  has such a profound effect, when objectively uglier 
  creatures do not, but the answer remains elusive.
  
  5
  Abyssal Harpy
   
  This creature is some terrible mix of woman 
  and bird. Her torso resembles that of a beautiful 
  woman, but she has wings instead of arms, covered 
  in fine black feathers. Her shapely legs transform 
  into hideous talons below the knee. Her face is like 
  that of a beautiful woman, but twisted into a hard, 
  curved beak.
  HARPY, ABYSSAL  
   
   
  CR 10
  XP 9,600
  CE Medium outsider
  Init +5; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 26, touch 15, flat-footed 21 (+5 armor, +5 Dex, 
  +6 natural)
  hp 123 (13d10+52)
  Fort +8, Ref +10, Will +10
  OFFENSE
  Speed 20 ft., fly 80 ft. (good)
  Melee 2 talons +17 (2d6+4 plus 1d6 bleed/19-20 x2)
  Special Attacks eviscerating talons, song of 
  interrogation
  STATISTICS
  Str 19, Dex 21, Con 18, Int 15, Wis 14, Cha 19
  Base Atk +13; CMB +17; CMD 32
  Feats Combat Reflexes, Flyby Attack, Improved 
  Critical (talon), Improved Natural Attack (talon), 
  Skill Focus (Intimidate), Weapon Focus (talon), 
  Wingover
  Skills Appraise +18, Bluff +23, Fly +25, Intimidate 
  +29, Perception +18, Sense Motive +18, Sleight of 
  Hand +21, Stealth +21
  Languages Abyssal, Common, Infernal
  SQ sadistic glee
  ECOLOGY
  Environment any (Abyss)
  Organization solitary, pair, or flight (3-12)
  Treasure standard (+2 studded leather armor and 
  other treasure)
   
  Eviscerating Talons (Ex): An abyssal 
  harpy’s talons are wickedly sharp and cruelly 
  serrated, opening wounds that do not heal easily. 
  Each time the abyssal harpy hits with a talon 
  attack, she inflicts 1d6 points of bleed damage. 
  This bleed damage stacks (so a creature hit twice 
  would suffer 2d6 points of bleed damage each 
  round). Additionally, whenever an abyssal harpy 
  scores a critical hit with a talon attack, she deals an 
  additional 2d6 points of bleed damage, as she slices 
  open her victim’s stomach in a gory display. The 
  target must succeed on a Fortitude save (DC 21) or 
  be nauseated for 1d4 rounds. Even if he succeeds 
  on the saving throw, he is sickened, instead. The 
  saving throw DC is Strength-based.
   
  Sadistic Glee (Ex): Abyssal harpies delight 
  in causing pain. Whenever an abyssal harpy 
  successfully damages a creature, she gains a +2 
  morale bonus on all attack rolls made before the 
  end of her next turn. This bonus does not stack 
  with itself.
   
  Song of Interrogation (Su): As a standard 
  action, an abyssal harpy is capable of producing a 
  supernaturally sweet melody, which causes other 
  creatures to confess their deepest and darkest 
  secrets. When an abyssal harpy sings, all creatures 
  aside from other harpies within a 300-foot 
  spread must succeed on a Will save (DC 21) or be 
  compelled to confess their deepest darkest secrets 
  to anyone who will listen. Affected creatures are 
  able to act normally while confessing in this way, 
  although they suffer a -2 morale penalty to attack 
  rolls and damage rolls while affected, as their guilt 
  stays their hand. Affected creatures continue to 
  confess for as long as the abyssal harpy continues 
  to sing (a standard action), and the morale 
  penalties last for an additional round thereafter. 
  Regardless of whether or not a creature succeeds 
  on its saving throw, any creature exposed to the 
  song is immune to this ability for 24 hours. This is 
  a sonic mind-affecting compulsion effect. The save 
  DC is Charisma-based.
  Ecology
   
  Thought by some to be the origin of 
  harpies on the material plane, abyssal harpies 
  serve as torturers to elite inhabitants of the lower 
  planes. Some scholars believe that they actually 
  feed on suffering, and derive their sustenance 
  from inflicting pain on others, both physical and 
  emotional. Unlike their more common, lesser 
  cousins, the human features of abyssal harpies 
  are actually quite striking, making them both 
  appealing and repulsive at the same time.
  
  6
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
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  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
   
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  Exotic Encounters: Harpies
  
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