Nephyne Medium monstrocity, chaotic evil Armor Class 15 (Half plate)

15 (Half plate) Hit Points 176 (27d8 + 54)

176 (27d8 + 54) Speed 20ft., fly 40ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 7 (-2) 10 (+0) 13 (+1) Senses passive Perception 10

passive Perception 10 Languages Common

Common Challenge 5 (1,800 XP) Multiattack. The harpy makes two attacks, one with each claw. Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d8 + 2) slashing damage. Acid Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 16 (3d8 + 2) slashing damage. A reservoir of acid feeds the claws. On hit, creature must

make a DC 15 Dexterity saving throw or take 4 (1d8)acid damage or half as much as on a failed save. After dealing damage, the armor of the target creatre takes a permanent and cumulative -1 penalty to AC. If its penaly drops to -5, the armor is destroyed. Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

Nephyne

Nephyne is a harpy with a few additions.

Previous Survivor. Nephyne was just a simple harpy until the players stumbled upon her nest. While she escaped, her injuries were nearly fatal. The meat from her leg had been torn off.

Gnomish Prosthetics. She then kidnapped a gnomish tinkerer to build her a new leg. The leg can help her to walk and charge but she doesn't have a lot of controll over how powerful the spring-loaded joints are.

Eye of Lesmora This is a pendant which is blessed by Lesmora. After the events of her first meeting with the players she happened upon an alter of the Knowledge Deity. After praying at her feet for days, the Deity healed her leg enough for her to move and gave her the Eye of [Deity].

Eye of Lesmora A small broach that is adorned with a white-blue metal starburst behind an eye where the pupil of a moon with. Nephyne will gain +7 to Intellect when she wears it.

Revealed by the Deity. One does not find the Eye. It is revealed only to those who Lesmora wants to find it.

Used as a Beacon. Lesmora uses the Eye to appear to mortals. The apparition is so bright and loud that they can hardly stand in it's presence without becoming blind and deaf.