Sirn
Level 3 Solo Large Harpyen Matrone
100
Dex++
Alluring Nature.

Each Hero within reach 4 becomes Dazed: lose 1 action.

Flyby.

Flying doesn't provoke opportunity attacks.

After each hero’s turn, choose one:
  • Wingbeat.

    Move 4, 1d8+2.

    Sirn silently whisks by a hero, scratching them with her claws.

  • Drop.

    Move 8, 1d4. On hit, hero is grappled and Sirn can move another 4 spaces. She can either release or hold onto the grappled hero at the end of a turn.

  • Kantate.

    The hero that last damaged Sirn is moved 4 spaces by the GM. The hero is enthralled by her song.

  • Curse of Tsolenka (1/hero).

    A hero must WIL save VS DC11 or suffer disadvantage on all rolls until Sirn has fled, died or they spent an action to reroll the save successfully.

    Feathers start to painfully grow on the body of the cursed, hindering their movement.

BLOODIED:

At 50 HP Sirns Wingbeat damage increases to 1d8+6.

LAST STAND:

Sirn is dying! 30 more damage and she dies. Until then, Sirns movement increases by 4.

Falling inflicts 1d6 bludgeoning damage for every 10 ft. fallen (2 spaces).

Use wingbeat often. Cast Curse of Tsolenka on heroes with high WIL.

Use Drop as often as possible. Lure heroes into melee by using Kantate.