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).

Play now

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)

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