Harpy
At the top of each Round, all enemy creatures within hearing of their "song" must make a WIL save (DC 10 plus the number of remaining Harpies in the encounter) or have to spend 1 Action on their next turn to Move up to their Speed toward the nearest Harpy, oblivious to danger.
Harpies are not Slowed when flying with a Grappled Medium or smaller unarmored creature.
- •Scratch & Grab.
2d6, Grappled (Escape DC11).
- •Drop on Rocks.
Fly up 4, then release a Grappled creature. If dropped over water, FALL damage is halved.
When they outnumber their prey, they will pair up to make it more difficult to escape their hold (in mechanics terms, they have to beat the Escape DC for each Harpy participating in Grappling that creature).
The Crimson Caterwauler increases the DC of Hypnotic Screech by +3 instead of +1.
The Crimson Caterwauler is not Slowed when force moving a Grappled unarmored creature. She can fly with up to 2 Medium or smaller unarmored creatures OR 1 Large unarmored OR 1 Medium or smaller armored creature.
- •Scratch & Grab (2x).
3d6, Grappled (Escape DC 13, or 16 if Grappling only 1 creature).
- •Drop on Rocks.
Fly up 5, then release a Grappled creature. If dropped over water, FALL damage is halved.
Scratch & Grab gains Vicious and Grappled is replaced with Knockback 2.
The Crimson Caterwauler's size is on the smaller end of Large.