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Gale Frenzy

A flock of harpies sometimes forms a tight-knit bond that transcends family ties, personal goals, and individual morals. Like a murmuration of starlings, these so-called gale frenzies begin operating like a superorganism whose movements and thoughts align with uncanny coordination.

Recall Knowledge - Beast (Arcana, Nature): DC 31
Recall Knowledge - Humanoid (Society): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Gale FrenzyCreature 9

Rare Gargantuan Air Beast Humanoid Troop 
Source Pathfinder #218: Titanbane pg. 83
Perception +8; darkvision
Languages Common
Skills Acrobatics +11, Deception +8, Intimidation +10, Stealth +11
Str +4, Dex +5, Con +0, Int -1, Wis +4, Cha +4
AC 19; Fort +6, Ref +11, Will +8
HP 150 (4 segments); Thresholds 100 (3 segments), 50 (2 segments); Weaknesses area damage 10, splash damage 10
Stench (aura, olfactory) 30 feet, DC 16Troop Defenses
Speed 20 feet, fly 60 feet; troop movement
Distracting Whispers [two-actions] (air, auditory, mental, primal) A gale frenzy can focus all of their whispered words in a cacophony of unsettling and distracting threats, lies, and taunts, assaulting the minds of those they target with the plethora of distinct sounds. The gale frenzy fills the mind of one creature within 90 feet with wind-borne distractions, dealing 10d6 mental damage. The creature must attempt a DC 19 Will save with the following results. The gale frenzy can't use Distracting Whispers again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes 10d6 mental damage and is stupefied 1 for 1 minute.
Critical Failure The creature takes double damage and is stupefied 2 for 1 minute.
Ravenous Winds [two-actions] (air, concentrate, primal) The gale frenzy combines its powers over the wind to draw prey closer. Each segment of the troop selects a different target within 20 feet; a targeted creature must succeed at a DC 19 Fortitude save or be pulled adjacent to that segment of the troop. If a target was pulled off the ground and cannot fly, it then falls as normal.Talonstorm [one-action] to [three-actions] Frequency once per round; Effect The gale frenzy swoops through an area with their talons arrayed in a harrowing wall of slashing peril as they rip at each enemy in a 5-foot emanation. Targets must attempt a DC 16 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d8+2 slashing damage (plus putrid plague on a failure)
[two-actions] 3d8+4 slashing damage (plus putrid plague on a failure)
[three-actions] 5d8+6 slashing damage (plus putrid plague on a failure)
Putrid Plague (disease) The sickened and unconscious conditions from putrid plague can't end or be reduced until the disease is cured. Saving Throw DC 16 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened (1 day); Stage 3 sickened 1 and slowed 1 (1 day); Stage 4 unconscious (1 day); Stage 5 dead

Sidebar - Additional Lore Harpies At War

On the battlefield, harpies traditionally prefer roles more akin to skirmishers or assassins, deadly killers who take advantage of trickery and stealth to accomplish goals of weakening an enemy force. Gale frenzies are a notable exception to this, and a harpy community that includes a gale frenzy is never hesitant to send such a troop into battle instead.