Medium Monstrosity, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 102 (16d8 + 38)
Speed 20 ft., fly 180 ft.
STR
13 (+1)
DEX
19 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws DEX +8, WIS +6, CHA +7
Skills Arcana +4, Intimidation +6, Perception +5, Survival +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If Xene fails a saving throw, she can choose to succeed instead.

Magic Resistance. Xene has advantage on saving throws against spells and other magical effects.

Flyby. Xene doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Limited Magic Immunity.  Xene can’t be affected or detected by spells of 4th level or lower unless it wishes to be.

Actions

Multiattack. Xene makes three attacks: one with her bite and one with her claws, and one with her serrated feathers.

Bite. Melee Weapon Attack: +8 to hit, range 5ft., one target. Hit: 10 (2d6+4) piercing damage plus 18 (3d8+4) necrotic damage.

Claws. Melee Weapon Attack: +8 to hit, range 5ft., one target. Hit: 10 (2d6+4) slashing damage.

Serrated Feathers. Ranged Weapon Attack: +8 to hit, range 60/120., one target. Hit: 12 (2d8+4) piercing damage.

Discordant Song.  Xene shrieks a cacophony of magical sounds. Each humanoid within 120 feet of her must succeed on a DC 17 Wisdom saving throw or be frightened of her until the song ends. A frightened creature takes 7 (2d6) psychic damage at the start of its turn while Xene is singing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Xene's Discordant Song for the next 24 hours. Xene must take a bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Xene is incapacitated or dies.

Harpy Calling Song.  Xene intones a low, growling magical melody. Every Harpy within 300 feet of her must succeed on a DC 17 Wisdom saving throw or fall under her control until the song ends. Xene must take a bonus action on her subsequent turns to continue singing, and she can mentally command the undead under her control as part of the same bonus action. She can stop singing at any time. The song ends if Xene is incapacitated or dies.

Legendary Actions

Xene can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Xene regains spent legendary actions at the start of its turn.

Move. Xene and move up to her flying speed.

Claws. Xene can use one of her Claw attacks.

Shriek (costs 2 Actions). Xene howls a paralyzing shriek. Every creature within 60ft. of Xene must make a DC17 constitution saving through or are Stunned until the end of Xene's turn. 

 

Description

Xene had risen the ranks as a ruthless Harpy who delights in the suffering of mortals. She had seen the lives of nobles that she had slaughtered and had heard of the notion of the title of Queen. Being forthright, Xene had pursued a flock of Harpies to obey her every command. She now rests on a small cove along the Siren Sea where she lures ships into the dangerous rocks and feasts on the corpses of mortals.

Now Xene has started to expand her Army into undersea life. Xene had learned to control a small legion of sharks at her disposal. This has incited seething anger from Thassa, the Goddess of the Sea. Thass would grant any Hero a boon should they Saly this newfound queen.

Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees.

Lair and Lair Actions

Xene makes her lair on a large alcove of rocks along the Siren sea. Xene has gathered many bands of Harpies to reside within her cove, and several broken ships litter the rocky shores surrounding her nest.

Island of Songs. Many sailors know the call of Xene's domain as she has filled the air with a haunting melody. Many sailors know to brave the waters with earwax to aid them should they start to hear a Harpie's call.

Lair Actions. On initiative count 20 (losing initiative ties), Xene can take a lair action to cause one of the following effects. She can’t use the same effect two rounds in a row:

  • Xene can command several Harpies to do her bidding. Each Harpy in Xene's cove can use their fly speed to move towards any danger or prey they can find.
  • Xene has a small pack of sharks at her disposal within the waters. Xene can issue a command to her sharks to attack any creature with 5 feet of it, with a +7 to hit and dealing 10 (3d6) piercing damage on a hit. If the Target is medium or small, it is also grappled (DC15)
  • Xene can monetarily control the winds with her songs. Xene can create a small torrent within 300 feet of her. Any creature within 300 feet must succeed a Strength Saving Throw (DC17) or be pushed 15ft. in whichever direction Xene chooses.

Habitat: Coastal

DanielColohan

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