A Confabulation of Over One-Hundred Unique MONSTERS for The Dungeon Crawl Classics RPG (DCC RPG) and Suitable for Other Sword & Sorcery Role Playing Games, Including Older-Style Games.
These are monsters in the the original sense of "anything that's not a player controlled character..."
Mostly Written and Drawn by bygrinstow. — DCC Monster Stats! —
01 January 2020
HARPY (NEW YEAR)
• claws +4 (1d5+1 or grab)
MV 20, fly special
SP carry, storm immune
Cousins to the Gorgons, Harpies dwell in caves and exist to serve the gods as agents of punishment. They will torture and harass those on their way to the Underworld (Hades, Hell, whatever you care to call it, whatever it's nature).
When called upon to serve the gods, they are employed to abduct those the gods find deserving of punishment and take them to the source of vengeance and retribution. They can carry an individual, no matter their weight and encumbrance. Anything the gods might command them to fetch, they can carry. In other circumstances they have the equivalent of 3d5+1 Strength.
When bored, they will harass folks by stealing food and other significant objects.
They are always unhindered by storm winds despite the severity, and are sometimes heralded by such winds.
A Hapry can always fly at a faster speed than whatever other creatures around it can achieve. Take the flying speed of the fastest creature within 500' (be that "zero" or anything else) and add 1d6X10' to it to determine the Harpies current flying speed. This only changes if they encounter something faster than that, in which case the flying speed is re-determined.
Extracted from bygrinstow at 12:00 AM
Labels: cavern, civilization, flying, monster, wilderness
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