Crimson Caterwauler
Lvl 6 large monstrosity; red-feathered harpy leader - Controller
10560
Harpy: Hypnotic Screech.

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.

Leading Voice.

The Crimson Caterwauler increases the DC of Hypnotic Screech by +3 instead of +1.

Elite Bird of Prey.

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.

Choose one.
  • •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.

BLOODIED:

Scratch & Grab gains Vicious and Grappled is replaced with Knockback 2.

The Crimson Caterwauler's size is on the smaller end of Large.

Pull back from the battle after taking damage while Bloodied and have her "coordinate" the rest of the Harpies. Once the basic Harpies equal the Heroes, they will attempt to flee to find a new roost.

The encounter takes place with a zone of sharp rocks that are ~6-8 spaces away from the ship. The sharp rocks cause 2x FALL damage dice, and it can serve as foreshadowing for the sharp rocks at Skullface Island.

remixed from Harpy