Page 85 - Dragonix - DM Options Monster Talents v1.01
P. 85
Flyby
make a DC 11 Wisdom saving throw. On a failure,
the creature can't take reactions or maintain Type: Trait.
concentration until the end of its next turn. On its
The harpy doesn't provoke an opportunity attack
turn, the target can't move, and it uses its action to when it flies out of an enemy's reach.
make a melee or ranged attack against a randomly
determined creature within range. If the target
can't attack, it does nothing on its turn. At the end Gang Up
of the creature's turn, the effect ends.
Type: Trait.
The harpy has advantage on an attack roll against
Poisonous Claws a creature if at least two of the harpy's allies are
within 5 feet of the target and the allies aren't
Type: Trait.
incapacitated.
A creature hit by the sea hag's claws attack must
make a DC 13 Constitution saving throw or become
Swoop
poisoned for 1 minute.
Type: Trait.
Swift Death Glare (3/day) If the harpy flies at least 20 feet and hits a Medium
or smaller creature with its claw attack, the
Type: Trait.
creature is grappled (escape DC 11) and restrained
The sea hag can take a bonus action to perform a while the harpy flies upward with it at half its
Death Glare.
speed. While the harpy has a creature grappled,
___________________________________________________________ it can fly up to a maximum height of 30 feet. The
harpy can take a bonus action to drop the target
from the air. If a dropped target strikes a solid
surface, the target is knocked prone and takes 3
(1d6) bludgeoning damage for every 10 feet it
Harpy was dropped. If the target is dropped at another
creature, that creature must succeed on a DC 11
The harpy (CR 1) can have 1 talent.
Dexterity saving throw or take the same damage
and be knocked prone.
Vexing Screech (Recharge 5-6)
Type: Action.
The harpy emits a disorienting screech. Each living
creature within 20 feet of it that can hear it and
that isn't a harpy and isn't charmed by a harpy
must succeed on a DC 11 Wisdom saving throw
or the creature can't move and take actions and
reactions until the end of its next turn.
Hell Hound
The hell hound (CR 3) can have 2 talents.
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