Monster
Harpy
- Resistance (RES)
- 1
- Reluctance to negotiate (RN)
- 5
- Agility (AGI)
- 0
- Strength (dice)
- 1K3
- Weapon
- –
- Spells
- –
- Treasure
- A
- Tiles
- 16
RES: Resistance, RN: Reluctance to Negotiate, AGI: Agility, Strength: K6 dice rolled in combat, Tiles: monster tile count. Treasure codes refer to the Treasure table.
How it plays
A flock of weak fliers: agility 0 means an attack only wounds on a roll of 6, and each has just 1K3 strength. The danger is numbers, as groups run to 1K3+2 or 1K6+1. Resistance 1 means about five spells in six land. They carry no treasure, so fighting them pays only experience, and at reluctance 5 negotiation is a long shot without a good negotiator or the Eloquence spell.
- It resists a spell on a 1K6 roll of 1, so about 17% of your spells fail against it.
- Its attacks wound 17% of the time and average 0.2 wounds per attack at maze level 1.
- Reluctance to negotiate 5: you can try negotiation, then a bribe, before you fight.
- It lairs in 2 of the 36 resident-monster outcomes and wanders in 1 of the 18 wandering outcomes.
- Group size on the encounter tables: 1K3+2 / 1K6+1.
Figures are for maze level 1 and come straight from the rulebook tables. Deeper levels add strength, agility and reluctance to negotiate (table 6.7).
In Citadel of Blood
- Harpies in the room table: 1D6+1 (fifth row, first column) in Labirynt Śmierci; 1D6+2 in Citadel of Blood. All rule differences →
Full rules: 8.0 Monsters, Negotiation, and Bribery· 9.0 Combat· Monster stats table (8.2)