The Lands of Dandaraus world illustration - Medieval theme
Medieval

The Lands of Dandaraus

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hungryhyena78

The Lands of Dandaraus are cruel and unforgiving. Noble Dark campaign with vast amounts of biomes.


Author's Note: Ancient settlers made large towers, ruins, and settlements long ago in this land. Then, a cosmic wave of space dust fell over the lands, mutating many creatures and putting evolution into an overdrive. With the vast array of different biomes, the lands became extremely dangerous for the average adventurer. This campaign is a NOBLE DARK campaign where you are not the main character. Instead, you're another person just trying to survive in these extremely harsh and deadly lands. Most societies in these lands have already fallen due to the outburst of mutated dangerous monsters. It is up to the player to bring hope back to the communities they come across.
Played4 times
Cloned1 times
Created
94 days ago
Last Updated
16 days ago
VisibilityPublic
Harpy
CR 1Medium Monstrosity
Harpy
HP Range14 - 63 (Avg: 39)
AC11
XP200
Details
SizeMedium
TypeMonstrosity
CR1
XP200
LanguagesCommon
Defenses
Armor Class11
HP Range14 - 63 (Avg: 39)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Claws

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

Club

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

Luring Song

The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

Multiattack

The harpy makes two attacks: one with its claws and one with its club.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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