All attacks against you are at disadvantage unless you're hampered e.g. by prone.
- •Lightning javelin.
Range 8. 2d6+25. Must be recovered after use (mark the landing place).
- •Swoop.
Fly 10, attack 1d4+10. On crit push target 4. If javelin is in flight path it is recovered.
- •Call minions.
1 use per encounter. Fly 8 then summon one 1d8 harpy minion / hero.
- •Recover.
Lose all conditions that would hamper you then fly 4.
95 HP. Dooming shriek. All enemies. DC13 WIL or become frightened until taking damage.
DM notes: To be fought in a tower attic. Make it clear she's powering the javelin, so the lower power version you hand out makes sense. There's a reasonable chance they'll get hold of the javelin so have the item ready. Assess 1: Her talons are not impressive vs her javelin. Assess 2: Her legs are feeble and her wings are mighty.