Isekai
An Isekai story featuring you and a Dark Lord! And a... Lich King?! And a... Demon Lord too?! Oh no.
Author's Note: Kavrix, a realm spun from the frayed edges of forgotten myths, awaits. Here, the sky shimmers with arcane energies, casting long, distorted shadows across landscapes where gravity itself seems a suggestion. Unlike the standard fare of summoned heroes against a singular evil, Kavrix is a chaotic tapestry. Imagine a world where the 'chosen one' trope is a daily occurrence, with each summoned soul possessing a unique, often absurd, power. One might conjure gourmet meals, another speaks only in ancient riddles, and yet another controls the very humidity in the air. This constant influx of eccentric heroes has fractured the land, leading to bizarre alliances and even more bizarre conflicts. The once-stable kingdoms now teeter on the brink, threatened not only by the classic Dark Lord, but also by a Demon Lord who runs a magical casino, and a weird Lich King who collects rare, sentient moss. The world is a playground for the unpredictable, where the absurd is commonplace, and the only constant is the chaos brought by the endless stream of bewildered, overpowered protagonists. The land is a mess of magical anomalies and political intrigue.
Played | 175 times |
Cloned | 6 times |
Created | 15 days ago |
Last Updated | 3 days ago |
Visibility | Public |
HP Range38 - 38 (Avg: 38)
AC11
XP200
Description
A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths, making it a dangerous foe in the wilds.
Details
Size | Medium |
Type | Monstrosity |
CR | 1 |
XP | 200 |
Languages | None |
Defenses
Armor Class | 11 |
HP Range | 38 - 38 (Avg: 38) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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 feet that can hear must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. Charmed targets are incapacitated and must move toward the harpy.
Multiattack
The harpy makes two attacks: one with its claws and one with its club.