Gale Frenzy

Level 9
Creature· airRareGargantuanRemaster
AC 28
HP 150 (Thresholds 100 (3 segments), 50 (2 segments))
Speed 20 ft.
Fort +15
Ref +20
Will +17
Perc +17
Size Gargantuan
Rare
Weaknesses area damage 10, splash damage 10
Languages common
Senses darkvision
Speeds 20 ft., climb 60 ft.
Skills acrobatics +20, stealth +20, intimidation +19, deception +17
Recall Knowledge nature or society DC 31

Abilities

Stenchdefensive(aura, olfactory)

30 feet. DC 25 fortitude A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

Troop Defensesdefensive

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment. A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Troop Movementdefensive

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.

Distracting Whispers◆◆offensive(air, auditory, mental, primal)

A gale frenzy can focus all of their whispered words in a cacophony of unsettling and distracting threats, lies, and taunts, assaulting the minds of those they target with the plethora of distinct sounds. The gale frenzy selects one creature within 90 feet and fills its mind with these wind-borne distractions. The targeted creature must attempt a DC 28 will save with the following results. The gale frenzy can't use Distracting Whispers again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes 10d6 mental damage and is Stupefied 1 for 1 minute. Critical Failure The creature takes double damage and is Stupefied 2 for 1 minute.

Putrid Plagueoffensive(disease)

The Sickened and Unconscious conditions from putrid plague can't end or be reduced until the disease is cured. Saving Throw DC 25 fortitude Stage 1 carrier with no ill effect (1d4 hours) Stage 2 sickened (1 day) Stage 3 Sickened 1 and Slowed 1 (1 day) Stage 4 unconscious (1 day) Stage 5 dead

Ravenous Winds◆◆offensive(air, concentrate, primal)

The gale frenzy combines its powers over the wind to draw prey closer. Each segment of the troop selects a different target within 20 feet; a targeted creature must succeed at a DC 28 fortitude save or be pulled adjacent to that segment of the troop. If a target was pulled off the ground and cannot fly, it then falls as normal.

Talonstormoffensive

1 to 3 Frequency once per round Effect The gale frenzy swoops through an area with their talons arrayed in a harrowing wall of slashing peril as they rip at each enemy in a 5-foot emanation. Targets must attempt a DC 25 reflex save. The damage depends on the number of actions. 1 (1d8+2) slashing damage (plus putrid plague on a failure) 2 (3d8+4) slashing damage (plus putrid plague on a failure) 3 (5d8+6) slashing damage (plus putrid plague on a failure)

Description

A flock of harpies sometimes forms a tight-knit bond that transcends family ties, personal goals, and individual morals. Like a murmuration of starlings, these so-called gale frenzies begin operating like a superorganism whose movements and thoughts align with uncanny coordination.

Harpies at War

On the battlefield, harpies traditionally prefer roles more akin to skirmishers or assassins, deadly killers who take advantage of trickery and stealth to accomplish goals of weakening an enemy force. Gale frenzies are a notable exception to this, and a harpy community that includes a gale frenzy is never hesitant to send such a troop into battle instead.