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5. Giant Toads And Harpy

jn1-room-wilderness-5 • jn1-room-wilderness-5 • JN1: Chaotic Caves
The ruins of an old tower rise from the woods. It is 20' high and 30' round, but there is little left to warrant a map. The single harpy that inhabits it attempts to use its singing to lure opponents into the jaws of the giant toads that lurk in the nearly-dry moat in the shadows of the woods beneath it. The harpy has a short bow to shoot at intruders with. (If the GM wants to weaken it, they might decide the bow is poorly-made and she is using crude arrows fletched by the random feathers of birds she catches; it only does 1d4 points of damage and has a range of 40/80/120.) On the highest ledge of the tower is its nest, including a leather belt with pouches with 50 gp and 10 pp ripped off some poor victim. 3 Giant Toads: AC 13, HD 2, #At 1 tongue or 1 bite, Dam grab tongue, 1d4+1 bite, Mv 30' Swim 30', Sv F2, ML 6, XP 75 ea. Harpy: AC 13, HD 2*, #At 2 claws, 1 shortsword + song, Dam 1d4 claw, 1d6 shortsword + charm person song, Mv 20' Fly 50' (10'), Sv F2, ML 7, XP 100
JN1 The Wilderness, placed encounter 5. Monsters: 3 Giant Toads : AC 13, HD 2, #At 1 tongue or 1 bite, Dam grab tongue, 1d4+1 bite, Mv 30' Swim 30', Sv F2, ML 6, XP 75 ea. HP [10, 7, 6]; Harpy [bestiary:Core-harpy-73]: AC 13, HD 2*, #At 2 claws, 1 shortsword + song, Dam 1d4 claw, 1d6 shortsword + charm person song, Mv 20' Fly 50' (10'), Sv F2, ML 7, XP 100 HP [10] Treasure mentions: 50 gp
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