Pax Veritas
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Here's some stats from the Dragon Compendium hardcover. I need these for Monday's Pathfinder game. I'm concerned that I'm missing some part of the conversion process, can anyone have a look, make tweaks, and repost. I sure could use the help. Thx.
Ghoulish Harpy
Medium Undead
Hit Dice: 7d12 (45 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: 17 (+4 dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Bite +4 melee (1d6+1 and paralysis)
Full Attack: Bite +4 melee (1d6+1 and paralysis), 2 claws -1 melee (1d3 plus paralysis)
Space/Reach: 5 ft/5 ft
Special Attacks: Captivating song, create spawn, paralysis
Special Qualities: +2 turn resistance, undead traits
Saves: F +2, R +9, W +8
Abilities S 12, Dex 19, Con --, Int 9, Wis 16, Cha 23
Skills: Bluff +14, Intimidate +10, Listen +9, Perform (oratory) +8, Spot +5
Feats: Dodge, Flyby Attack, Persuasive
Environment: Any
Organization: Solitary, gang (2-4), or pack (7-12)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
I figure.. bump the hp to 50 each, lower the CR to 4, calculate CMB as 5, CMD as 19.
What am I missing?
Thanks Paizonians.
| Dreaming Psion |
That was from a template, right? I'd just apply the template to the PF version of a harpy. Since a normal harpy is CR 4, something that would boost its power should give it at least a CR bump, right?
Here's a quick and dirty writeup of applying the template to the PF harpy. Most notably, note that undead use a d8 for racial hit dice, but add their Cha mods to hp (and fort saves). Also remember creatures get a feat at first level and one for every two levels thereafter (so a harpy should have 4 feats).
Ghoulish Harpy CR 5
XP: 1,600
CE Medium undead (augmented monstrous humanoid)
Init +4; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +1 dodge, +3 natural)
HP 52 (7d8+21)
Fort +11, Ref +9, Will +8
Defensive Abilities Channel resistance +2; Immune undead traits
OFFENSE
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +9/+4 (1d8+2), bite +4 (1d6+1 plus paralysis), 2 talons +4 (1d6+1 plus paralysis) or bite +9 (1d6+2 plus paralysis), 2 talons +9 (1d6+2 plus paralysis)
Space 5 ft., Reach 5 ft.
Special Attacks captivating song (DC 19), create spawn, paralysis (Fort DC 19, 1d6+2 minutes)
STATISTICS
Str 14, Dex 19, Con -, Int 9, Wis 16, Cha 23
Base Atk +7; CMB +9; CMD 24
Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +12, Fly +14, Intimidate +12, Perception +13, Perform (song) +7
Languages Common
ECOLOGY
Environment temperate marshes
Organization solitary, pair, or flight (3-12)
Treasure standard (leather armor, morningstar, and other treasure)
SPECIAL ABILITIES
Captivating Song (Su) A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 19 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Create spawn (Ex) A creature killed by a ghoulish harpy rises as a ghoul (if it was a nongiant humanoid with 3 HD or less) or a ghoulish creature (if greater than 4 HD or a monstrous humanoid or creature with the giant subtype) after 1d4 days.