You expected a cute harpy girl to charm you, but it was a huntress instead!
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Haru, Raptor HarpyAppearance:Description: One of the Raptor Harpies, a subspecies of the harpy monsters. Unlike their relatively amicable cousins, the raptor harpies are a proud group. Most take on eagle or hawk-like traits and have stronger, more fully grown bodies due to their carnivorous diet. They have evolved to thrive in locations with colder climates and keener senses, being able to see better in the dark. As such, they are natural hunters and excellent flyers.
PassiveAerial Huntress - In combat, Haru always maintains a higher altitude to spot prey and land blows with deadly precision. While flying, ground characters can only attack Haru with ranged attacks or if Haru initiates a melee attack. If Haru is hit with a ranged attack, she makes a roll to maintain flight where a fail will force her to land and allow other characters to engage her with melee moves. She must make a successful roll to ascend back into the air. Certain moves can only be used if Haru is in the air.
While flying, Haru gains roll advantage against ground based targets. If her opponent also has the ability to fly, Haru will fight more fiercely to assert air superiority, giving her plus 2 damage towards airborne targets.
Huntress's Sense - Haru is able to discern the presence of hidden or obscure entities thanks to her keen senses. She cannot be taken by surprise and attempts to dampen her perception will always fail. Has a 50% chance of finding target’s behind illusions or other means of hiding their presence without using an action, but if the enemy is bleeding, she’ll catch the scent of blood in the air and will always find her target in this case.
AbilitiesRake - Haru slashes her opponent with her talons. Deals 3 damage and causes Bleeding (2 damage per turn) for 3 turns.
Sky Drop - Two turn attack. Haru grabs onto her opponent. If they fail to struggle out, she will use her strong legs to carry the target into the air and drop them from a high altitude. Has a base damage of 2, but gains additional damage determined by how heavily equipped her opponent is.
Dive Bomb - Can only be used while Haru is flying. She will tuck her wings in and rush her opponent at a low altitude. Does 4 damage.
Evasive Maneuvers - Haru holds back and watches her opponent's movements carefully in anticipation for their next move. Their next attack is rolled with disadvantage. If it misses, Haru will counter the attack, doing as much damage as the move they used plus half the original damage (rounded up.) If it lands, the attack does half as much damage and its secondary effects are ignored.
Smackdown - Can only be used while Haru is flying. She flys upward and slams down upon her opponent with a lot of force. Does 3 damage and if her opponent is flying, they will be grounded and must spend a turn getting their altitude back. If they are grounded, they will be stunned for one turn.
Twister - Haru flaps her wings and whips up harsh winds against her opponent. Does 3 damage and grounded opponents must make a roll to keep their footing. On failure, they will be knocked prone and must spend their next action getting up. Flying opponents must roll to remain in the air.
Razor Plume - With a swift wave of her wing, Haru launches five loose feathers out. The ends of the feathers are as sharp as most blades. Each feather does 1 damage and a roll must be made for each. Causes Bleeding for 3 turns as long as at least one feather hits.
Sonic Boom - Haru spreads her wings outward and brings them together quickly, sending a wave of compressed wind towards her opponent. Does 4 damage and causes the Concussed status for 3 turns. While under this status, the afflicted cannot use abilities that require concentration and magic casters specifically will be unable to use their spells until the status wears off.
Rocket Dive - A two turn attack. Haru flys upward at high speed. While at such a high altitude, ground ranged attacks against her roll with disadvantage and flying enemies will only be able to hit her with ranged attacks. If the opponent is unable to land one, Haru soars downward and rams into her opponent at high speeds. Does 6 damage, but the recoil of the move leaves her grounded for 1 turn while she recovers. The effect also applies to flying opponents.
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