Tuesday, October 13, 2015

NPC Spotlight: Captain Blue Fin and the Harpy's Song


Sailing along the Wayleaf Isles south of Ashen Grey is a ship of legend called the Harpy's Song .  Rumors float from tavern to tavern of a ship so feared that their enemies neither flee nor fight leaving abandoned ships filled bodies and plundered of valuables, but otherwise unharmed. Some believe the ship is a curse on those filled with greed while others rant and rave of it being the work of powerful sorcery.  In truth the Harpy's Song is exactly as its name would suggest, the work of a harpy.



Lead by a ruthless blue dragonborn named Captain Blue Fin the Harpy's Song in fact has a captured live harpy in it's crows nest.  Outfitted with special gnomish speakers the harpies song extends a range of a 1,000ft (compared to the normal 300ft range).  This allows the pirates to subdue all but the strongest willed of sailors.  Those that do resist are usually too few to man a ship themselves leaving them dead in the water and easily picked off by the invading crew.

The crew themselves are immune to the harpy's song thanks to a potion concocted by the ship's doctor a gnomish alchemist named Screw Shanks.  The potion is made from the blood of the captured harpy and when ingested allows for anyone to be immune the that harpy's song for the next 24 hour.  Screw Shanks isn't exactly pleased that his training and education are being used in this way, but in fearing the lightning fueled wrath of the captain keeps him in line.  The captain himself however doesn't need to worry about potions and blood as he has a magical necklace that make him immune to all harpy's songs.

Blue Fin
AC15 (studded Leather)  HP100  Speed30ft
STR 17(+3) DEX16(+3) CON14(+2) INT14(+2) WIS11(+0) CHA15(+2)
Saving Throws: Str+5 Dex+5 Wis+2
Resistances: Lightning
Skills: Athletics+5 Deception+4
Languages: Common, Draconic, Gnomish
CR 2 (450XP)
ACTIONS
Multiattack: The captain makes three melee attacks: two with
its scimitar and one with its dagger. Or the captain makes two
ranged attacks with its daggers or harpoons.
Scimitar. Melee Weapon Attack: +5 to hit, reac h 5 ft., one
target. Hit: 6 (ld6 + 3) slash ing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Harpoon. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 3) piercing
damage. If the target is a Huge or smaller creature, it must
succeed on a Strength contest against the captain or be pulled
up to 20 feet toward the captain.
REACTIONS
Parry:The captain adds 2 to its AC against one melee attack
that would hit it. To do so, the captain must see the attacker
and be wielding a melee weapon.


Pirates Goons (Minion group of 6)
AC12 (Leather Armor) HP 2 per minion Speed30ft
STR11(+0) DEX12(+1) CON12(+1) INT10(+0) WIS10(+0) CHA10(+0)
Languages: Common
CR: 1/8 per group (25XP)
ABILITIES
Group Proficiency
 Minions of the same type may share their actions acting in unison to grant a +1 bonus per minion (Maximum +6) to any ability check, attack roll, and damage. Minions acting in this way count as a single creature for the purposes of flanking and advantage(With the exception of Pack Tactics).
ACTIONS
Scimitar. Melee Weapon Attack: +0 to hit, reach 5 ft., one'
target. Hit: 3 (1d6) slashing damage.
Light Crossbow. Ranged Weapon Attack: +0 to hit, range 80
ft./320ft., one target. Hit: 4 (1d8) piercing damage.


Screw Shank
AC10 HP4 Speed25ft
STR10(+0) DEX10(+0) CON10(+0) INT18(+4) WIS10(+0) CHA10(+0)
Skills: Arcana+6 Nature+6 Survival+6
Tools: Herbalist Kit
Languages: Common Gnomish
CR0 (10XP)
ABILITIES
Healer: When using a healer's kit to stabilize a dying creature,
that creature also regains 1 hit point. As an action. he can spend
one use of a healer's kit to tend to a creature and restore 1d6 + 4
hit points to it, plus additional hit points equal to the creature's
number of Hit Dice. The creature can't regain hit points from this
ability again until it finishes a short or long rest.
ACTIONS
Dagger: Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.



The Harpy's Song
AC15 HP300 Speed2mph
Damage Threshold 15
Minimum Crew: 20
Current Crew: 24 Pirate Goons, Screw Shanks, & Blue Fin
Weapons: 2 Cannons, Caged Harpie

Cannon
AC19  HP75
Immune: Poison, Psychic
Crew: 3 (Aim, Load, Fire)
Cannon Ball. Ranged Weapon Attack: +6 to
hit, range 600/2,400 ft. , one target. Hit: 44 (8d10)
bludgeoning damage

Caged Harpy
AC14 HP38
Language: Common
Luring Song. The harpy sings a magical melody. Every
humanoid and giant within 300 feet 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 feet away from the harpy, the target can take
the Dash action on its turn to move 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.

(100XP for either freeing or killing the caged harpy.)

1 comment: